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<div id="header"><h1>Wrye Bash Advanced Readme</h1> <a id="jstoggle" href="javascript:void(0)">(Javascript Toggle)</a></div>

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<h2 id="contents">Contents</h2>
<div id="navmenu" class="navboxrhrz">
    <div id="navtab">M<br>E<br>N<br>U</div>
    <div class="navcontbar">
        <div class="navhead">
            <a href="javascript:void(0)" class="clsx" id="closebutton">&larr;</a>
            <h2>Advanced Readme</h2>
        </div>
        <div class="navcontent">
            <ol class="contentsmenu1 menu">
                <li class="list"><a href="#intro">Introduction</a>
                    <ol class="items">
                        <li><a href="#intro-title">Title Bar Info</a>
                    </ol>
                <li class="list"><a href="#install">Advanced Installation</a>
                    <ol class="items">
                        <li><a href="#install-alternate">Alternative Install Locations</a>
                        <li><a href="#install-components">Python Components</a>
                    </ol>
                <li class="list"><a href="#bain">Installers Tab</a>
                    <ol class="items">
                        <li><a href="#bain-ui">The User Interface In Detail</a>
                        <li><a href="#bain-refresh">BAIN Refresh</a>
                        <li><a href="#bain-skipped">Skipped Files</a>
                        <li><a href="#bain-plugin-filter">The Plugin Filter</a></li>
                        <li><a href="#bain-data-dir-skipped">Skipped Data subdirectories and uninstall quirks</a>
                        <li><a href="#bain-se">Script Extender Plugin Installation</a>
                        <li><a href="#bain-omod">OMOD Conversion Data</a>
                        <li><a href="#bain-bcf">BAIN Conversion Files</a>
                        <li><a href="#bain-monitor">Monitor External Installation</a>
                        <li><a href="#bain-commands">Context Menu Commands</a>
                    </ol>
                <li class="list"><a href="#mods">Mods Tab</a>
                    <ol class="items">
                        <li><a href="#mods-details">The Plugin Details Panel</a>
                        <li><a href="#mod-masters-symbols">Color scheme for Plugin Masters (MI &amp; Current LO)</a>
                        <li><a href="#mods-csv">CSV Files</a>
                        <li><a href="#mods-commands">Context Menu Commands</a>
                    </ol>
                <li class="list"><a href="#patch">Advanced Bashed Patch</a>
                    <ol class="items">
                        <li><a href="#patch-view">Viewing &amp; Editing The Bashed Patch</a>
                        <li><a href="#patch-tags">Bash Tags</a>
                        <li><a href="#patch-filter">Merge Filtering</a>
                        <li><a href="#patch-iim">Item Interchange Mode</a>
                        <li><a href="#patch-tweaks">Tweak Options In Detail</a>
                        <li><a href="#patch-csv">Default CSV Files</a>
                        <li><a href="#patch-lists">Leveled Lists</a>
                    </ol>
            </ol>
            <ol start="6" class="contentsmenu2 menu">
                <li class="list"><a href="#saves">Saves Tab</a>
                    <ol class="items">
                        <li><a href="#saves-overview">Overview</a>
                        <li><a href="#saves-symbols">Color scheme for Save Game Files</a>
                        <li><a href="#saves-masters-symbols">Color scheme for Save Game Masters (MI &amp; Current LO)</a>
                        <li><a href="#saves-profiles">Save Profiles</a>
                        <li><a href="#saves-face">Face Import</a>
                        <li><a href="#saves-commands">Context Menu Commands</a>
                    </ol>
                <li class="list"><a href="#screenshots">Screenshots Tab</a>
                    <ol class="items">
                        <li><a href="#screenshots-overview">Overview</a>
                        <li><a href="#screenshots-alt-path">Change screenshots directory (Oblivion)</a>
                        <li><a href="#screenshots-commands">Context Menu Commands</a>
                    </ol>
                <li class="list"><a href="#launchers">Advanced Launchers</a>
                    <ol class="items">
                        <li><a href="#launchers-hide">Hiding Launchers</a>
                        <li><a href="#launchers-custom">Custom Launchers</a>
                    </ol>
                <li class="list"><a href="#settings">Settings</a>
                    <ol class="items">
                        <li><a href="#settings-appearance-colors">Appearance: Colors</a></li>
                        <li><a href="#settings-appearance-language">Appearance: Language</a></li>
                        <li><a href="#settings-appearance-status-bar">Appearance: Status Bar</a></li>
                        <li><a href="#settings-backups">Backups</a></li>
                        <li><a href="#settings-confirmations">Confirmations</a></li>
                        <li><a href="#settings-general">General</a></li>
                        <li><a href="#settings-trusted-binaries">Trusted Binaries</a></li>
                    </ol>
                </li>
                <li class="list"><a href="#tools">Miscellaneous Tools</a>
                    <ol class="items">
                        <li><a href="#tools-docs">Doc Browser</a>
                        <li><a href="#tools-checker">Plugin Checker</a>
                        <li><a href="#tools-swapping">Oblivion.esm Swapping</a>
                        <li><a href="#tools-shortcuts">Keyboard Shortcuts</a>
                        <li><a href="#tools-arguments">Command Line Arguments</a>
                    </ol>
                <li class="list"><a href="#international">Internationalisation</a>
                    <ol class="items">
                        <li><a href="#international-overview">Overview</a>
                        <li><a href="#international-format">Translator File Format</a>
                    </ol>
            </ol>
        </div>
    </div>
</div>

<h2 id="intro">Introduction <a class="back2top" href="#contents">Back to top</a></h2>
<p>A companion to the <a href="Wrye%20Bash%20General%20Readme.html">General Readme</a>, this document details those features
    that were omitted from the aforementioned readme. They are often more specialized, advanced or complicated, and
    many are geared more towards mod authors than mod users. This readme is also more technical and goes into more depth on
    how Wrye Bash functions. It assumes the reader has previously read the General Readme.
<p>You can toggle the visibility of the tabs in Wrye Bash's main tab bar by right-clicking the tab bar and checking or unchecking the options in the context menu displayed.

<h3 id="intro-title">Title Bar Info <a class="back2top" href="#contents">Back to top</a></h3>
<p>As a quick note that doesn't really belong anywhere else, Wrye Bash's title bar contains some useful information. The title is formatted as:
<p><code>[Application Name] [Bash Version] [Install Type] [Game Modifier]: [Save Profile] [Version Indicator]</code>
<p>The square bracketed information is:
<ul>
    <li><code>[Application Name]</code>: <q>Wrye Bash</q> if <a href="#settings-use-alt-name">Use Alternate Wrye Bash Name</a> is disabled, otherwise this will be a name based on the game Wrye Bash is managing (e.g. <q>Wrye Smash</q> for Skyrim).</li>
    <li><code>[Bash Version]</code>: This is the version number for the version of Wrye Bash running. Useful when troubleshooting.
    <li><code>[Install Type]</code>: If the Standalone version is running, it will read <q>(Standalone)</q>. If the Python version is running, this part is omitted. See the <a href="#install">Installation</a> section for more information.</li>
    <li><code>[Game Modifier]</code>: <q>for [Game]</q>, where [Game] is the name of the managed game, if <a href="#settings-use-alt-name">Use Alternate Wrye Bash Name</a> is disabled. Otherwise, this is not displayed.</li>
    <li><code>[Save Profile]</code>: This is the name of the <a href="Wrye%20Bash%20Advanced%20Readme.html#saves-profiles">save profile</a> Wrye Bash is currently using. By default it is <q>Default</q>.
    <li><code>[Version Indicator]</code>: This is only displayed when Wrye Bash is running for Oblivion. It indicates the version of Oblivion.esm currently being used. This is related to the <a href="Wrye%20Bash%20Advanced%20Readme.html#tools-swapping">Oblivion.esm Swapping</a> feature.
</ul>

<h2 id="install">Advanced Installation <a class="back2top" href="#contents">Back to top</a></h2>
<h3 id="install-alternate">Alternative Install Locations <a class="back2top" href="#contents">Back to top</a></h3>
<p>Wrye Bash can be installed in any folder, and actually if you do manage multiple games the preferred way of installing Bash is to have a
    single installation and redirect Bash via the command line and/or ini. But in this case you must tell Bash where the game folder is.
    Bash checks (in this order) the <code>-o</code> argument, the sOblivionPath ini option and the position of the Mopy folder (namely
    checks if Mopy's parent folder contains a supported game exe). The first of those three methods that yields a path to a supported game
    exe will "win" and this game will be used. But in case those options are not set or a supported game exe (NB: only exe name is checked)
    is not found using them, Bash reads the windows registry to find supported games. If no games are found in the registry Bash will notify
    you and exit. If one game is found then Bash will use that. If however more than one games are found Bash will prompt you to choose
    amongst those games.
<p>So if you have installed Bash outside of a game folder (recommended for multi-game installs), and you don't want to be prompted (or your
    games do not figure in the registry) you have to either launch Wrye Bash with the -o argument or set the bash.ini <q>sOblivionPath</q>
    setting.

<p>To set the OblivionPath bash.ini option:
<ol>
    <li>Open <code>bash_default.ini</code> in the <code>Mopy</code> folder and save it as <code>bash.ini</code>.
    <li>In the new bash.ini, enter the full path of your game's installation folder (the one that contains the game's executable) for the <q>sOblivionPath</q> setting.
    <li>Save the edited bash.ini.
</ol>
<p>Alternatively, you can launch Wrye Bash with the -o argument, quoting the path as the argument's parameter. Note that backslashes must be doubled as Python treats a single backslash as an escape character. For example, <code>"Wrye Bash Launcher.pyw" -o "C:\\Games\\Oblivion\\"</code> if you are running Wrye Bash for Oblivion.

<p>For more settings (such as changing the Wrye Bash Installers Path), please read the Bash_Default.ini.


<h3 id="install-components">Python Components <a class="back2top" href="#contents">Back to top</a></h3>
<p>If you are installing the Python version of Wrye Bash and wish to install the Python dependencies separately, the following must be installed.</p>
<p class="emphasis">Note that the 64-bit versions are <em>required</em> - we no longer support 32-bit operating systems.</p>
<p><a href="https://www.python.org/ftp/python/2.7.18/python-2.7.18.amd64.msi">Python 2.7.18</a>: Versions prior to this one may work with Wrye Bash,
    but have not been tested. Updating is recommended for bug and security fixes.</p>
<p>Installation is easiest by just using pip, which comes with Python (see above). Simply run <code>path/to/python.exe -m pip install -r requirements.txt</code>
    (obviously replacing <code>path/to/python.exe</code> with the actual path to your python.exe).</p>
<p>If you want to do it manually, the rest of this section will list out each
    dependency and what it's used for. Using the latest version of these is
    recommended. If that one doesn't work / isn't available for Python 2, use
    the newest version that does work.</p>
<p>Required libaries:</p>
<ul>
    <li><a href="https://pypi.org/project/chardet">chardet</a>: Used to detect
        character encodings for reading and writing encoded Unicode
        strings.</li>
    <li><a href="https://pypi.org/project/lz4">python-lz4</a>: Used to read and
        write LZ4 data in saves and BSAs.</li>
    <li><a href="https://pypi.org/project/pywin32">pywin32</a>: Used to
        interact with Windows in various ways.</li>
    <li><a href="https://pypi.org/project/PyYAML">PyYAML</a>: Used to parse
        YAML data, e.g. LOOT masterlists.</li>
    <li><a href="https://pypi.org/project/wxPython">wxPython</a>: Used for
        building Wrye Bash's GUI.</li>
</ul>
<p>Optional libaries:</p>
<ul>
    <li><a href="https://pypi.org/project/scandir">scandir</a>: Many refresh
        and BAIN operations will become faster if this is installed.</li>
    <li><a href="https://pypi.org/project/PyMuPDF">PyMuPDF</a>: The doc browser
        will be able to display PDFs if this is installed.</li>
</ul>

<h2 id="bain">Installers Tab <a class="back2top" href="#contents">Back to top</a></h2>
<h3 id="bain-ui">The User Interface In Detail <a class="back2top" href="#contents">Back to top</a></h3>
<p>The Installers tab is split into three main sections: on the left is the Package List, and the right is split between the Information Tabs at the top and the Comments field at the bottom. The Information Tabs and Comments sections display information specific to the currently selected package. Much of the contents of the Information Tabs depends on the install status and order of the package. The information tabs are detailed in the table below.
<table>
    <thead>
        <tr><th colspan="2">Information Tabs
        <tr><th>Tab<th>Description
    <tbody>
        <tr><td>General<td>Shows summary info and the files to be installed, as determined by sub-package, plugin, voice filtering, etc.
        <tr><td>Matched<td>Shows files which are identical to current Data directory files.
        <tr><td>Missing<td>Files which are missing from the Data directory.
        <tr><td>Mismatched<td>Files which are present in the data directory, but which aren't identical to the selected package's version of those files.
        <tr><td>Conflicts<td>Shows which other packages will conflict the current package and for what files. Note that if a given file is mismatched, but the mismatch isn't due to other packages, then it won't appear. This report can be modified to show inactive conflicts and lower order conflicts by enabling the <a href="#bainShowInactiveConflicts">Show Inactive Conflicts</a> and <a href="#bainShowLowerConflicts">Show Lower Conflicts</a> options respectively.
        <tr><td>Underidden<td>Shows packages which should be overridden, but are not, due to install order errors. This can be corrected by running <a href="#bainAnneal">Anneal</a> or <a href="#bainAnnealAll">Anneal All</a>.
        <tr><td>Dirty<td>Shows files which the selected package previously installed, but which now should be removed or altered due to a reconfiguration of the package. Dirty files can be cleared by running <a href="#bainAnneal">Anneal</a> or <a href="#bainAnnealAll">Anneal All</a>.
        <tr><td>Skipped<td>Shows which files in the selected package were <a href="#bain-skipped">skipped</a> by Bain.
</table>
<p>The Comments field is provided as an area in which notes may be kept on packages. It is useful for keeping track of what packages do, what your favourite install options are, etc.


<h3 id="bain-refresh">BAIN Refresh <a class="back2top" href="#contents">Back to top</a></h3>
<p>To perform its magicks BAIN needs to know what's inside two directories: the game Data/ directory and its subdirectories and the Bash Installers folder (where the packages are). The Data
    directory scanning is done once per run of Wrye Bash, when the Installers tab is first opened, because walking this potentially huge directory and checking sizes and modification times
    does take a while. The Bash Installers folder however will be scanned whenever the installers tab regains focus after losing it (ie. you select another program's window, then switch back
    to Wrye Bash, or you switch to another tab then back to installers tab). This automatic scanning just checks modification times and sizes of installers inside Bash Installers folder to
    decide if any package changed, and should usually be very fast (although noticeable). There is a catch however: this check is almost instantaneous for packages (archives) but for biggish
    projects takes a while as Bash needs to scan modification times and sizes for <em>all</em> files inside the project. To make this (automatic) scan faster two options are provided for
    projects: <a href="#bainDontRefresh">Don't Refresh</a> (on the project's context menu) and <a href="#bainAutoRefreshProjects">Auto-Refresh Projects</a> (on the global menu). If a project
    is affected by these options Bash will skip over it when scanning Bash Installers directory and changes inside the project's dir have to be detected manually. However the initial refresh
    (on booting BAIN) will ignore those skip flags and will scan all project directories for changes (comparing their sizes and modification times with the ones it loads from Installers.dat).
<p>However, changes in files in the Data directory will have to be manually detected after initial refresh, as in this scenario:

<ol>
    <li>Install a mod from some package.
    <li>Go to the installers tab. Note the package is marked green.
    <li>Go back to the mods tab and edit the mod using xEdit or the CK/CS/etc.
    <li>Return to the installers tab. The package is still marked green instead of being marked as out of sync with the data.
</ol>

<p>This is because, as already mentioned, the refresh of the game <em>Data</em> directory is performed once on boot, so modifying/deleting/adding files in the game directory will not be detected
    afterwards, except in some few scenarios - notably, deleting a plugin from inside Bash will notify BAIN (add more actions is in the TODOs).
<p>BAIN provides several menu items for manually refreshing for the scenarios above (and others). What you most likely need is <a href="#bainQuickRefresh">Quick Refresh</a>. See also
    <a href="#bainFullRefresh">Full Refresh</a>, <a href="#bainRefreshData">Refresh Data</a> and <a href="#bainRefresh">Refresh</a>.
<p>Technical: This situation is a limitation of our refresh model which is basically polling the directories for changes. We should switch to an event based refresh but the code is not yet
    ready (see <a href="https://github.com/wrye-bash/wrye-bash/issues/265">relevant issue</a>).


<h3 id="bain-skipped">Skipped Files <a class="back2top" href="#contents">Back to top</a></h3>
<p>BAIN skips the installation of some files and directories. The types of files skipped are:
<ul>
    <li>Silent skips. These are <em>not</em> listed on the <q>Skipped</q> panel on the right and are:
        <ul>
            <li><code>thumbs.db</code> and <code>desktop.ini</code> files
            <li>any path that ends in <code>config</code>
            <li>the omod conversion directory (<code>omod conversion data</code>, <code>fomod</code>) if on the top level of package or subpackage
            <li>the <code>wizard images</code> directory (again if on the top level of package or subpackage)
            <li>Developer files. Any file or directory that begins with <code>'--'</code> and is at the top level of a package or a subpackage will be silently skipped. This is so that mod
                authors can include files related to a mod that are not required for it to work (eg. screenshots) in packages.
            <li>Bash will also skip voices for plugins that are not installed from complex installers
            <li>Specified skips. There are a few options in BAIN to skip the installation of certain file types, namely the ones on the <a href="#bainGlobalSkips">Global Skips</a> submenu for
            all installers and <a href="#bainSkipVoices">Skip Voices</a> (on a per installer basis). If any such options are enabled, the file type(s) in question will be <em>silently</em>
            skipped.
        </ul>
    <li>Non-standard directories. Standard directories include all the game's default directories (including those only found in BSAs by default) - see
    <a href="Wrye%20Bash%20General%20Readme.html#bain-structure">BAIN-Compatible installer layout</a> for a detailed list per game. Files skipped because of this will be
    listed in the <q>Skipped</q> panel on the right on the <em>== Skipped (Dir)</em> section. Installation of non-standard directories may be forced by using the <a
            href="#bainHasExtraDirectories">Has Extra Directories</a> option. Even if Has Extra Directories option is checked, directories that are silently skipped will still be skipped.
    <strong>For a complex package,</strong> any top level files (with the exception of files that contain "readme" and variations in their name) will be also considered as belonging to a skipped directory
    and will be listed in the '== Skipped (Dir)' section. Top level means at the subpackages level, not inside a subpackage.
    <li>Archives &amp; executables. Executable files, apart from Script Extender plugins if the <a href="#bainSkipSEPlugins">Skip **SE Plugins</a> option is disabled, and archives in
    packages will be skipped. Files skipped because of this will be listed in the <q>Skipped</q> panel on the right on the <em>== Skipped (Extension)</em> section. The complete list of
    extensions skipped is:
    <code>.001, .7z, .7z.001, .ace, .bz2, .ckm, .db, .exe, .fomod, .gz, .lzma, .manifest, .omod, .py, .pyc, .rar, .tar, .tb2, .tgz, .zip</code>
    This includes BCFs (they have a .7z extension) - still BAIN will detect those.
    <li>Plugin files that are not in top level of the package/subpackage. It makes no sense to have those files in a subfolder, so those are skipped.
</ul>

<h3 id="bain-plugin-filter">The Plugin Filter <a class="back2top" href="#contents">Back to top</a></h3>
<p>The <em>Plugin Filter</em> can be used to select which of the installer's plugins you actually want to install.
    It can also be used to install plugins using a different name, see the documentation for the
    <a href="#bain-rename-plugin">Rename... option</a> for more information about this.</p>
<p>Double-clicking on a plugin or using the <a href="#bain-jump-to-mod">Jump to Mod</a> option on it will take
    you to that plugin's position in the Mods tab.</p>
<p>There are several more options available in the right click context menu, see the
    <a href="#bain-plugin-filter-commands">Plugin Filter Context Menu</a> documentation for more information.</p>

<h3 id="bain-data-dir-skipped">Skipped Data subdirectories and uninstall quirks <a class="back2top" href="#contents">Back to top</a></h3>
<p>When scanning the contents of the Data folder BAIN will skip some of its subdirectories either by default or based on <a href="#bainGlobalSkips">Global Skips</a> in the installer
tab. The directories skipped are:

<table>
    <thead><tr><th>Skipped Data subdirectories<th colspan="2">Notes
    <tbody>
        <tr><td>Bash<td colspan="2"><code>Data/Bash</code> directory that may contain Bash related data
        <tr><td>--<td colspan="2">If you create a <code>Data/--</code> directory it will be ignored by Bash - dump your cruft there
        <tr><td>distantlod<td colspan="2">If <a href="#bainSkipDistantLOD">Skip DistantLOD</a> is checked
        <tr><td>meshes\landscape\lod<td colspan="2">If <a href="#bainSkipLODMeshes">Skip LOD Meshes</a> is checked
        <tr><td>textures\landscapelod\generated<td colspan="2">If <a href="#bainSkipLODTextures">Skip LOD Textures</a> <strong>and</strong>
            <a href="#bainSkipLODNormals">Skip LOD Normals</a> are <strong>both</strong> checked
        <tr><td>docs<td colspan="2">If <a href="#bainSkipDocs">Skip Docs</a>  <strong>and</strong> <a href="#bainSkipImages">Skip Images</a> are
            <strong>both</strong> checked
        <tr><td>Script extender<td colspan="2">If <a href="#bainSkipSEPlugins">Skip **SE Plugins</a> is checked (see game specific below)
        <tr><td>screenshots<td colspan="2">If <a href="#bainSkipScreenshots">Skip Screenshots</a> is checked <!-- (that may change as Skip Screenshots will
            skip a screenshots directory in the package, whose contents would be currently installed in Data/Docs, not Data/Screenshots). -->
        <tr class="tabttl"><th colspan="3">Skipped file extensions
    <tbody>
    <tr><td colspan="3">.001, .7z, .7z.001, .ace, .bz2, .ckm, .db, .exe, .fomod, .gz, .lzma, .manifest, .omod, .py, .pyc, .rar, .tar, .tb2, .tgz, .zip
    <tr class="tabttl"><th colspan="3">Per game skipped Data subdirectories
    <tr class="tabttl"><th>Game<th>Skipped Data subdirectories<th>Script extender(s) directories
    <tbody>
        <tr><td>Oblivion &amp; Nehrim&colon; At Fate's Edge<td>tes4edit backups, tes4edit cache, bgsee, conscribe logs<td>OBSE
        <tr><td>Fallout 3<td>fo3edit backups, fo3edit cache<td>FOSE
        <tr><td>Fallout&colon; New Vegas<td>fnvedit backups, fnvedit cache<td>NVSE
        <tr><td>Skyrim<td>tes5edit backups, tes5edit cache<td>SKSE, SkyProc Patchers, Script Dragon
        <tr><td>Enderal&colon; Forgotten Stories</td><td>enderaledit backups, enderaledit cache</td><td>SKSE, SkyProc Patchers, Script Dragon</td></tr>
        <tr><td>Fallout 4<td>fo4edit backups, fo4edit cache<td>F4SE
        <tr><td>Skyrim&colon; Special Edition<td>sseedit backups, sseedit cache<td>SKSE, SkyProc Patchers
    <tr class="tabttl"><th colspan="3">Per game skipped file extensions</th></tr>
    <tr class="tabttl"><th>Skipped file extension</th><th>Games</th><th>Notes</th></tr>
    <tbody>
      <tr>
        <td>.bsl</td>
        <td>Skyrim, Enderal&colon; Forgotten Stories, Skyrim&colon; Special Edition</td>
        <td>If <a href="#bainSkipBSLFiles">Skip BSL Files</a> is checked</td>
      </tr>
      <tr>
        <td>.psc</td>
        <td>Skyrim, Enderal&colon; Forgotten Stories, Skyrim&colon; Special Edition, Fallout 4</td>
        <td>If <a href="#bainSkipScriptSources">Skip Script Sources</a> is checked</td>
      </tr>
    </tbody>
</table>

<p>Skipping of Data subdirectories has some implications vis-à-vis uninstalling those skipped files. So say you turn Skip DistantLOD on, all packages
    that have installed files in Data/distantlod will show as dirty (as expected). You should at this point hit
    <a href="#bainAnnealAll">Anneal All</a>. If you don't, then restart Bash, the files will no more show as dirty (remember Bash scans the data dir on
    booting, and will now boot with Skip DistantLOD on, so will simply loose track of any files in the distantlod folder). If you want to uninstall
    those files after a restart you should turn <a href="#bainOverrideSkips">Override Skips</a> on for the package, so that BAIN will re-detect the
    skipped files for this package and be able to uninstall them.


<h3 id="bain-se">Script Extender Plugin Installation <a class="back2top" href="#contents">Back to top</a></h3>
<p>Script Extender (e.g. OBSE, SKSE, F4SE) plugins (.dll, .dlx extensions) may be installed through BAIN if the following conditions are met:
<ul>
    <li>The package (or subpackage in the case of a Complex Bain) contains the **SE plugin file inside <code>Data\[**SE]\Plugins\</code> (e.g. OBSE for
        Oblivion) sub-folders.</li>
    <li>The <a href="#bainSkipSEPlugins">Skip **SE Plugins</a> option found in the Installers tab column header context menu is disabled.</li>
</ul>
<p>When attempting to install a specific Script Extender plugin for the first time, Wrye Bash will display a warning dialogue and ask you to confirm or deny the plugin's installation. Thereafter you can uninstall and install the plugin as you like without seeing the warning. These additional requirements are due to the significant (though currently theoretical) dangers of installing executable files.
<p>The list of allowed and disallowed Script Extender plugins can be imported and exported using the <a href="#settingsImportList">Import list of allowed/disallowed **SE plugin DLLs</a> and <a href="#settingsExportList">Export list of allowed/disallowed **SE plugin DLLs</a> options in Wrye Bash's <a href="#settings">Settings</a> menu.


<h3 id="bain-omod">OMOD Conversion Data <a class="back2top" href="#contents">Back to top</a></h3>
<p>If a mod author is building a mod that supports BAIN, manual and OMOD installs, they can use the <a href="#bainOmodInfo">Omod Info...</a> option in the package context menu to create or update the OMOD config file.
<p>If a mod author wishes to include a screenshot for use by the OMOD, they simply need to copy the screenshot saved as a JPEG to the OMOD Conversion Data folder and rename it to <q>screenshot</q> with no file extension.
<p>An OMOD installation script may also be created by creating a text file named <q>script.txt</q> and writing the script in any text editor. Testing is still best done in OBMM though.
<p>The OMOD config file is the only true requirement for an OMOD to be created from OMOD Conversion Data. The screenshot and installation script can be used to enhance an OMOD. Note that the <q>info.txt</q> file that OMODs create when exporting Conversion Data in OBMM is unnecessary, and is provided for purely informational purposes.


<h3 id="bain-bcf">BAIN Conversion Files <a class="back2top" href="#contents">Back to top</a></h3>
<p><abbr title="BAIN Conversion Files">BCFs</abbr> are effectively automated archive converters, converting an existing archive or several archives into a new layout. They can be used to make BAIN-incompatible archives compatible, or make compatible archives easier to install. As they don't contain any files that are found in the existing archive(s), the only copyright/permissions that apply are those that the BCF creator stipulates, which generally makes distribution easier. BCFs are also usually much smaller, only containing new files that it adds (commonly <q>package.txt</q> and ini file tweaks) and a <q>BCF.dat</q> that tells Wrye Bash how to reorganise the archive(s).
<p>To create a BCF:
<ol>
    <li>Add all of the source archives to BAIN.
    <li>Create a new project with the contents of the source archives, and rearrange the files as you see fit.
    <li>Right-click the project and select <a href="#bainPackToArchive">Pack To Archive...</a>.
    <li>Name the new archive, and choose whether to use solid compression or not. Solid compression results in smaller file sizes, but also reduces performance.
    <li>Set any options on the new archive package that you wish to be set whenever the BCF is applied (such as default sub-packages or <q>Skip...</q> options).
    <li>Select all the source archives in the package list, then right-click them and choose <a href="#bainConversion">Conversions-&gt;Create</a>. Select the archive that you just created, and name the BCF.
    <li>Look over the result log to make sure it looks OK. If it looks wrong, try again, you may have gotten the sources/target wrong. If it looks right, you can find the new BCF in <code>[Game] Mods\Bash Installers\Bain Converters</code>. It is recommended that you copy/paste the result log into your readme for your BCF.
</ol>
<p>Some points of interest regarding BCFs:
<ul>
    <li>BCFs must end in either <code>-BCF.7z</code> or <code>-BCF-*.7z</code> (where the * is a wildcard matching any character string).
    <li>The converted archive may use 7-zip (.7z) or Zip (.zip) compression.
    <li>BCFs support an arbitrary number and level of archives embedded within an archive.
    <li>BCFs store the configuration settings of the original converted archive used when creating the BCF, allowing authors to pre-select options (see instructions above).
    <li>BCFs found to be duplicates will be moved to <code>[Game] Mods\Bash Installers\Bain Converters\--Duplicates</code>.
    <li>BCFs use data CRCs to verify the integrity of source archives. These use the contents of an archive, but not the name or type of the archive, so a source archive may be renamed or recompressed without affecting its ability to be used by a BCF. Wrye Bash displays the data CRCs of packages on the General Info tab for this reason.
</ul>

<h3 id="bain-monitor">Monitor External Installation <a class="back2top" href="#contents">Back to top</a></h3>

<p>Wrye Bash can monitor your game's Data directory to detect any changes made by an external application or manual installation. It will
    take the new or changed files and create a new BAIN package that can be handled, installed, and uninstalled just like any other standard
    BAIN. This is very useful for mod authors or anyone that
    wants to keep strict control of what gets placed into their data directory.

<h4>Example usage scenarios</h4>

<ul>
    <li><strong>Creation Kit/GECK monitoring</strong>
- When creating or managing content in the Creation Kit or GECK, Wrye Bash can capture any output from the CK/GECK in a BAIN package. This
        is useful for example when capturing FaceGen data as NPCs are managed, and it will also capture any loose files, ESP, or BSA created in the
    editor.
    <li><strong>BodySlide</strong>
- BodySlide is a utility used to create custom bodies and armor to fit these bodies, as well as from armors by third-parties to a
    custom body. Wrye Bash can capture all output from BodySlide and package it into a BAIN for easy management. These files can then be
    packaged and distributed, backed up, or used to build another mod.
    <li><strong>Nexus Mod Manager / Other Mod Managers</strong>
- Since Wrye Bash does not currently support the Nexus Mod Manager FOMOD XML installer format, sometimes it is necessary to use the Nexus
    Mod Manager to install poorly packaged mods that cannot be installed via the usual "click the checkbox" BAIN methods. The monitor
    external installation feature watches as NMM installs files and captures any changes to the content of Data, which can then be
    uninstalled by NMM and reinstalled cleanly from the newly created BAIN with Wrye Bash instead.
</ul>

<h4>How to use the "Monitor External Installation" feature</h4>

<ol>
    <li>Launch Wrye Bash and switch to the Installers tab.</li>
    <li>At the top of any column (e.g. Packages), right click and select "Monitor External Installation..." from the context menu.</li>
    <li>Wrye Bash will then begin to scan your data directory to snapshot all data contained within it before any changes are made.</li>
    <li>Once this has completed, you will be prompted to begin your external installation.</li>
    <li>At this point, switch to your external application and perform the installation or content creation you intend to perform. There is
        no time limit.
    </li>
    <li>Once you have completed the task in the external application, switch back to Wrye Bash and click the OK button to proceed.</li>
    <li>Wrye Bash will scan the data folder again to calculate what files have changed, or what new files have been placed into your game's
        data directory.
    </li>
    <li>Once this has completed, Wrye Bash will present a dialog box with a list of files that are new or changed. You can select and
        deselect files to be included in the BAIN package at this point. It is advisable to exclude log files and other non-essential files
        from the final BAIN package.
    </li>
    <li>Click OK when you are ready to build the package.</li>
    <li>You will now be prompted for a name for your package. Enter a name and confirm.</li>
    <li>Wrye Bash will then create the package and run a final CRC scan on the newly created BAIN package to add it to the installer
        manifest. This will take a few seconds depending on the speed of your computer and the size of the data being packaged.
    </li>
    <li>The resulting project can be found at the bottom (highest number) of your package order on the Installer tab. You can then
        install, uninstall, or anneal the project as you would any other regular BAIN package, or zip it up as a BAIN archive.
    </li>
</ol>

<h4>Usage Notes</h4>

<ul>
    <li>When naming your new BAIN package it is safest to avoid spaces in the name (e,g. use underscores between words) as the created BAIN
        package is written to an actual folder on your hard drive.
    </li>
    <li>If you use Mod Organiser (or any mod manager that utilises a virtual installation of files instead of actually installing them into
        Data\), then Monitor External Installation can only be used if Wrye Bash is launched by the other Mod manager so that it will feed
        Wrye Bash the files it needs from the virtual folder. See <a
                href="https://github.com/wrye-bash/wrye-bash/wiki/Wrye-Bash-and-Mod-Organizer" target="_blank">this wiki article</a> for
        more information on integrating Wrye Bash with Mod Organizer.
    </li>
    <li>When installing mods via Nexus Mod Manager, it is recommended that you start monitoring, install the mod via NMM, then before
        closing NMM, complete the monitoring session. Create the BAIN package, then switch back to NMM and uninstall the mod. You can then
        close NMM. Switch back to Wrye Bash then install the mod from Wrye Bash. This ensures the mod is cleanly installed, all conflicts
        are recorded / resolved in Wrye Bash, and therefore able to be cleanly uninstalled.
    </li>
</ul>


<h3 id="bain-commands">Context Menu Commands <a class="back2top" href="#contents">Back to top</a></h3>
<div class="prlflex clearf">
    <figure class="slideshow" style="width:525px; min-height:656px">
        <img alt="Installers Context Menu" src="../bash/images/readme/installers-rclick-header-menu-1.png">
        <img alt="Installers Context Menu" src="../bash/images/readme/installers-rclick-header-menu-2.png">
        <img alt="Installers Context Menu" src="../bash/images/readme/installers-rclick-header-menu-3.png">
        <img alt="Installers Context Menu" src="../bash/images/readme/installers-rclick-header-menu-4.png">
        <img alt="Installers Context Menu" src="../bash/images/readme/installers-rclick-header-menu-5.png">
    </figure>
<table id="bainHeaderCommands">
    <thead>
        <tr><th colspan="3">Column Header Context Menu
        <tr><th colspan="2">Command<th>Description
    <tbody>
        <tr><td rowspan="7" id="bainSortBy">Sort By<td>Sort By Active<td>Active installers will be sorted to the top.
        <tr><td>Projects First<td>If this is checked, then project packages will be sorted to the top of the list.
        <tr><td>Package<td>Sort packages by package name.
        <tr><td>Order<td>Sort packages by install order.
        <tr><td>Modified<td>Sort packages by date modified.
        <tr><td>Size<td>Sort packages by size.
        <tr><td>Files<td>Sort packages by number of files they contain.
    </tr>
    <tr>
        <td rowspan="8">Columns</td>
        <td>Manual</td>
        <td>Manually customize column width.</td>
    </tr>
    <tr>
        <td>Fit Contents</td>
        <td>Columns automatically adjust width to fit their contents.</td>
    </tr>
    <tr>
        <td>Fit Header</td>
        <td>Columns automatically adjust width to fit all columns in view.</td>
    </tr>
        <tr><td>Package<td>Display the Package (name) column.
        <tr><td>Order<td>Display the Order column.
        <tr><td>Modified<td>Display the (date) Modified column.
        <tr><td>Size<td>Display the Size column.
        <tr><td>Files<td>Display the (number of) Files column.
        <tr><td rowspan="3">Files..</td>
            <td id="bainOpenDir">Open Folder...</td><td>Opens the Installers directory in Windows
                Explorer.</td></tr>
            <tr><td id="bainUnhide">Unhide...</td><td>Opens a dialogue window
                allowing you to select which hidden packages to unhide. Projects are not
                supported yet.</td></tr>
            <tr>
                <td id="bainNewProject">New Project...</td>
                <td>Displays a dialog that allows you to create a new project
                    and select some starting files for it.</td>
            </tr>
        <tr><td colspan="2" id="bainRefreshData">Refresh Data<td>Re-scans the Data directory (and all packages). Scanning of the Data directory is done once per run of Wrye Bash, when the
            Installers tab is first opened. If you manually alter files in the Data directory after that, <em>you had to run this command to update BAIN to reflect the changes</em>. However
            BAIN will now scan the Data directory for changes in files corresponding to the package(s) you run <a href="#bainQuickRefresh">Quick Refresh</a> (or
            <a href="#bainRefresh">Refresh</a>) on, so in most use cases (if the files you altered belong to a particular project/package) just use Quick Refresh. What this command basically
            does is:
            <ol type="a">
                <li>rescan the game Data directory (as is done on booting BAIN). If you enabled/disabled any <a href="#bainGlobalSkips">global skip option</a> and this enabled/disabled new
                    skips in the Data dir then rescanning Data will take those skips into account. See <a href="#bain-data-dir-skipped">Skipped Data subdirectories</a> for the Data directories
                    that are skipped.
                <li>run a Quick refresh on all installers (ignoring Skip refresh flags for projects, as Quick Refresh does)
            </ol>
        <tr><td colspan="2" id="bainFullRefresh">Full Refresh<td>This does a full refresh <em>of all data files</em>, both the contents of the game Data directory tree and Bash Installers
            folder, bypassing all skip refresh flags for projects. Notably this will recalculate <abbr title="Cyclic redundancy check, digital signature of the file">CRCs</abbr> for all files
            inside Data and Bash Installers (including project directories). Running this command will likely take <em>aeons</em>, and you seldom need it.
        <tr><td colspan="2" id="bainAddMarker">New Marker...<td>Creates a marker for organising your packages. The <q>==</q> will be added for you.
        <tr><td colspan="2" id="bainMonitorExternalInstallation">Monitor External Installation...<td>When you absolutely cannot install a mod via BAIN, you can put BAIN into Monitor Mode using this command.  It will scan the Data folder before and after you install the mod, then provide an option to create a Project from the changes it detects.
        <tr><td colspan="2" id="bainListPackages">List Packages...<td>Displays a list of projects and archives and copies the list to your clipboard. This is useful for posting your package order on forums, eg. when troubleshooting an install.
        <tr><td colspan="2" id="bainAnnealAll">Anneal All<td>Installs any missing files for active installers and corrects all install order errors.
        <tr><td colspan="2" id="bainUninstallAll">Uninstall All Packages<td>Uninstalls all the packages in the package list.
        <tr><td colspan="2" id="bainCleanData">Clean Data<td>Removes files from the Data folder that are not from one of the following sources:
            <ul>
                <li>Vanilla game content.
                <li>Official DLC content.
                <li>Wrye Bash (including the Bashed patches and their corresponding docs in Data/Docs - such as <em>Bashed Patch, 0.html/txt</em>).
                <li>Installed BAIN packages.
            </ul>
        The files are not deleted, but moved to the <code>[Game] Mods\Bash Installers\Bash\Data Folder Contents [timestamp]</code> folder instead, where <code>[timestamp]</code> is the date and time the command was run.
        <tr><td colspan="2" id="bainApplyEmbeddedBCFs">Apply Embedded BCFs<td>Automatically apply Embedded BCFs to archives that have one. The new package will be
            created next to the archive that contains the BCF, and named as this archive prepended with "[Auto applied BCF] ". If a package with that name exists it will be
            <em>overridden</em>. BAIN used to try and do that automatically on refresh based on a setting (set by this column menu item), but this had many issues and was removed.
        <tr><td colspan="2" id="bainAvoidAtStartup">Avoid At Startup<td>Toggles Bash to avoid the Installers tab on startup, thus avoiding unnecessary data scanning. Unless you're spending a lot of time in the Installers tab, you should enable this.
        <tr><td colspan="2" id="bainEnabled">Enabled<td>This enables/disables Bain itself. Preferred setting: Enabled (checked).
        <tr><td colspan="2" id="bainAutoAnneal">Auto-Anneal<td>Toggles the auto-anneal process on/off. Preferred setting: enabled.
        <tr><td colspan="2" id="bainAutoAnnealInstallWizards">Auto-Anneal/Install Wizards<td>Toggles whether or not to automatically install/anneal a package when finished with its wizard.
        <tr><td colspan="2" id="bainAutoRefreshProjects">Auto-Refresh Projects<td>Toggles the auto-refreshing of projects on/off, for all projects. This is useful when you have many big
            projects and you want to minimize the lag when you switch back to the installers tab, whereupon BAIN will (behind the scenes) scan the Bash Installers folder for changed
            projects/packages. While scanning packages (archives) is pretty fast, scanning projects is slow, however you will miss on updates done in the project directories (you will have to
            manually refresh) - so it's recommended to leave this enabled. If you are concerned about a particularly big project then consider enabling the <a href="#bainDontRefresh">Don't
                Refresh</a> flag <em>on that particular project</em>. Keep in mind that Projects will be anyway refreshed once on Bash restart, irrespective of this setting (except if popular
            demand arises).
        <tr><td colspan="2">Ignore FOMODs</td><td>If checked, then the 'smart'
            <a href="#install">Install...</a> command will ignore FOMODs and
            only run wizards or the manual procedure.</td></tr>
        <tr><td colspan="2" id="bainSkipBethsoftContent">Skip BethSoft Content<td>Toggles whether or not refreshing the Data directory will
            also scan Bethsoft BSAs, ESPs, and ESMs. Disabling this option will cause a significant increase in refresh time if the
            timestamps on the Bethsoft BSAs are changed. However, disabling this setting is the only way to allow BAIN to install Vanilla
            ESPs, ESMs, and BSAs. For example, DLC plugins which have been cleaned with xEdit and packed into a BAIN. Preferred setting:
            enabled (that is, <em>skip</em> installation of bethsoft content).
        <tr><td colspan="2" id="bainBSARedirection">BSA Redirection<td><em>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</em> Uses Quarn's
            <a href="https://web.archive.org/web/20190104233345/https://devnull.sweetdanger.com/archiveinvalidation.html">BSA redirection technique</a> to avoid bugs with the engine's
            BSA system. This is compatible with both OBMM and Quarn's original BSA redirection approaches.
        <tr><td colspan="2" id="bainRemoveEmptyDirectories">Remove Empty Directories<td>If this is checked, then any empty subfolders of the Data directory will be deleted. This reduces some clutter (especially after uninstalling packages).
        <tr><td colspan="2" id="bainShowInactiveConflicts">Show Inactive Conflicts<td>If checked, then the conflicts report will show
            conflicts with inactive as well as active installers. Usually only active conflicts are of interest, however sometimes it's
            useful to review all conflicting packages.
        <tr><td colspan="2" id="bainShowLowerConflicts">Show Lower Conflicts<td>If checked, then the conflicts report with show conflicts
            with lower order packages (or with lower ordering bsas in bsa conflicts view). If you're only interested in higher order
            conflicts, then uncheck this to remove some clutter from the report.
        <tr><td colspan="2">Show Active BSA Conflicts<td>If checked, the contents of the selected installer <em>active</em> BSAs
            are compared with the contents of other installers <em>active</em> BSAs and any conflicting resources (actually same name
            resources) found are displayed in the conflicts list. Active bsas are <em>installed</em> bsas that have a correspondingly named
            mod active in the load order.<em>Lower</em> and <em>Higher</em> conflicts has therefore a different meaning than loose file
            conflicts. Higher means that the corresponding active mod has a higher load oder number (loads later) so its bsa will load last
            and <em>its</em>assets will be used. Note that this may lead to a package having its bsas appear in both Higher and Lower sections
            depending on how they load. If <a href="#bainShowLowerConflicts">Show Lower Conflicts</a> is not checked <em>lower loading
                conflicting bsas</em> won't be shown, again this is different than loose files, where <em>lower installers</em> (lower install
            order) won't be shown. This function still has some rough edges:
            <ul>
                <li>we can't open the resources and check if they actually conflict or are identical, so take those "conflicts" with a
                grain of salt
            </ul>
        <tr><td colspan="2" id="bainWizardIconOverlay">Wizard Icon Overlay<td>If checked, installers with a Wizard will have a magic wand image displayed over their icons.</tr>
        <tr><td rowspan="12" id="bainGlobalSkips">Global Skips</td>
        <tr><td id="bainSkipSEPlugins">Skip **SE Plugins</td><td><em>Non-Skyrim only.</em> If this is checked, files to go in the <code>Data\[**SE]\Plugins</code> folder will not be installed.</td></tr>
        <tr><td>Skip SKSE/Script Dragon Plugins</td><td><em>Skyrim and Enderal&colon; Forgotten Stories only.</em> If this is checked, files to go in the <code>Data\SKSE\Plugins</code> or <code>Data\asi</code> folder will not be installed.</td></tr>
        <tr><td id="bainSkipScreenshots">Skip Screenshots</td><td>If checked, then files from a <code>Data\Screenshots</code> directory will be skipped.</td></tr>
        <tr>
          <td id="bainSkipScriptSources">Skip Script Sources</td>
          <td><em>Skyrim, Enderal&colon; Forgotten Stories, Skyrim&colon; Special Edition &amp; Fallout 4 only.</em> If checked, loose script sources (.psc files) will be skipped.</td>
        </tr>
        <tr><td id="bainSkipImages">Skip Images<td>If checked, image files will be skipped.
        <tr><td id="bainSkipDocs">Skip Docs<td>If checked, document files will be skipped vice being swept to the Docs\ directory.
        <tr><td id="bainSkipDistantLOD">Skip DistantLOD<td>If checked, then DistantLOD files in packages will be ignored. Useful if you're using Tes4LodGen to generate DistantLOD files.
        <tr><td id="bainSkipLODMeshes">Skip LOD Meshes<td>If checked, landscape LOD meshes will be skipped.
        <tr><td id="bainSkipLODTextures">Skip LOD Textures<td>If checked, landscape LOD textures will be skipped.
        <tr><td id="bainSkipLODNormals">Skip LOD Normals<td>If checked, landscape LOD normals will be skipped.
        <tr><td id="bainSkipBSLFiles">Skip BSL Files</td><td><em>Skyrim, Enderal&colon; Forgotten Stories and Skyrim&colon; Special Edition only.</em> If checked, BSL Files will be skipped.</td></tr>
        <tr><td rowspan="3">Global Redirects</td></tr>
        <tr>
            <td id="bainRenameStringTranslationFiles">Rename String Translation Files</td>
            <td><em>Skyrim, Enderal&colon; Forgotten Stories, Skyrim&colon; Special Edition &amp; Fallout 4 only.</em>
                If checked, string translation files will be renamed so that they are loaded for the language
                the game is currently run for, unless there are existing translation files for that language.</td>
        </tr>
        <tr>
            <td id="bainRedirectScriptSources">Redirect Script Sources</td>
            <td><em>Skyrim&colon; Special Edition only.</em> If checked, loose script sources (.psc files) installed
                to the incorrect folders (<code>source\scripts</code> and <code>source</code>) will be redirected to
                the correct folder (<code>scripts\source</code>).
                <a href="#bainSkipScriptSources">Skip Script Sources</a> must be off.</td>
        </tr>
</table>
</div>
<div class="prlflex clearf">
    <figure class="slideshow" style="width:555px; min-height:386px">
        <img alt="Installer Context Menu" src="../bash/images/readme/installers-rclick-installer-menu-1.png">
        <img alt="Installer Context Menu" src="../bash/images/readme/installers-rclick-installer-menu-2.png">
        <img alt="Installer Context Menu" src="../bash/images/readme/installers-rclick-installer-menu-3.png">
        <img alt="Installer Context Menu" src="../bash/images/readme/installers-rclick-installer-menu-4.png">
        <img alt="Installer Context Menu" src="../bash/images/readme/installers-rclick-installer-menu-5.png">
        <img alt="Installer Context Menu" src="../bash/images/readme/installers-rclick-installer-menu-6.png">
    </figure>
<table id="bainPackageCommands">
    <thead>
        <tr>
            <th colspan="4">Package Context Menu</th>
        </tr>
        <tr>
            <th colspan="3">Command</th>
            <th>Description</th>
        </tr>
    </thead>
    <tbody>
        <tr>
            <td colspan="2" rowspan="5" id="bainFileMenu">File...</td>
            <td id="bainOpenFile">Open...</td>
            <td>Opens the selected package(s) in the file system.</td>
        </tr>
        <tr>
            <td id="bainRename">Rename...</td>
            <td>Renames the selected package(s) or marker(s). All selected items must be of the same type. For archives the extension will remain the same.</td>
        </tr>
        <tr>
            <td id="bainDuplicate">Duplicate...</td>
            <td>Makes a duplicate of the selected package(s).</td>
        </tr>
        <tr>
            <td id="bainHide">Hide...</td>
            <td>Hides the package in the list, and moves it to the
                <code>[Game] Mods/Bash Mod Data/Hidden</code> folder.</td>
        </tr>
        <tr>
            <td id="bainDelete">Delete</td>
            <td>Deletes the selected package(s). Deleted packages are sent to
                the Recycling Bin.</td>
        </tr>
        <tr>
            <td colspan="2" rowspan="4" id="bainOpenAt">Open at</td>
            <td>Google...</td>
            <td>Attempts to perform a Google search for the selected package's name.</td>
        </tr>
        <tr>
            <td>[Game] Nexus...</td>
            <td>Attempts to open the selected package's page on the game's matching Nexus. This command assumes that the trailing digits in a package's name is the package ID at the site.</td>
        </tr>
        <tr>
            <td>TES Alliance...</td>
            <td>Attempts to open the selected package's page on TES Alliance. This command assumes that the trailing digits in a package's name is the package ID at the site.</td>
        </tr>
        <tr>
            <td colspan="3" id="bainOpenReadme">Open Readme</td>
            <td>If BAIN detects a readme in the selected package, it will be opened.</td>
        </tr>
        <tr>
            <td colspan="3" id="bainAnneal">Anneal</td>
            <td>Installs missing files and corrects install order errors. Note: If an already installed file is changed outside of Wrye Bash control, Wrye Bash will not anneal that file. Anneal is relative to other installed packages. This is because we do not want to override user changes like cleaning plugins and the like. If you do want to override the change use
                <a href="#bainInstallConfigured">Install Configured</a> instead. Note2: The change will be detected immediately in case of ini tweaks, mods or bsas, but on next Bash load for other files (like nifs etc). To detect the change without restarting
                <a href="#bainQuickRefresh">(Quick) Refresh</a> the package.</td>
        </tr>
        <tr>
            <td colspan="3" id="bainQuickRefresh">Quick Refresh</td>
            <td>
                <p>Refreshes all info for the selected package(s), also checking the files that correspond to this package inside the Data directory. It will bypass skip refresh flags on projects (see case A below). BAIN does refresh package information whenever the installer's tab regains focus, except for projects if project skipping is on, but does not scan the Data folder but once on boot.</p> So this command is useful if:
                <ol type="A">
                    <li>a
                        <em>project</em> has been changed and it has
                        <a href="#bainDontRefresh">Don't Refresh</a> selected, or the
                        <a href="#bainAutoRefreshProjects">Auto-Refresh Projects</a> option is disabled</li>
                    <li>files that correspond to a package/project have changed in the game's Data directory, but the package is still marked in sync (or out of sync) erroneously</li>
                </ol>
                <p>Case B) is relevant cause now Bash will recheck the files in Data that would belong to the packages that are being refreshed. This was not the case in 306, where you needed a full
                    <a href="#bainRefreshData">Refresh Data</a>, which is now pretty much deprecated.</p>
            </td>
        </tr>
        <tr>
            <td colspan="3" id="bainMoveTo">Move To...</td>
            <td>Moves the selected package(s) to the specified position.</td>
        </tr>
        <tr>
            <td colspan="3" id="bainInstall">Install...</td>
            <td>Installs the selected package, preferring a BAIN or FOMOD
                wizard if it exists.</td>
        </tr>
        <tr>
            <td rowspan="8">Advanced Installation..</td>
            <td colspan="2" id="bainInstallConfigured">Install Config</td>
            <td>Fully installs the package except for files that would be overridden by later packages.</td>
        </tr>
        <tr>
            <td colspan="2" id="bainInstallMissing">Install Missing Files</td>
            <td>The same as Install, except that it only installs missing files – i.e. it will not override any currently existing files.</td>
        </tr>
        <tr>
            <td colspan="2" id="bainInstallLast">Install Last</td>
            <td>Moves the package to the end of the order list and installs it.</td>
        </tr>
        <tr>
            <td colspan="2" id="bainFomod">FOMOD Installer...</td>
            <td>Runs the FOMOD wizard for this package, if it has one.</td>
        </tr>
        <tr>
            <td rowspan="4" id="bainWizardMenu">Wizard Installer...</td>
            <td id="bainWizard">Manual Wizard...</td>
            <td>Runs the BAIN wizard for the package, if it has one.</td>
        </tr>
        <tr>
            <td>Auto Wizard...</td>
            <td>Runs the BAIN wizard for the package, if it has one, selecting the default options.</td>
        </tr>
        <tr>
            <td>View Wizard...</td>
            <td>Archives Only. Opens the wizard.txt for viewing.</td>
        </tr>
        <tr>
            <td>Edit Wizard...</td>
            <td>Projects Only. Opens the wizard.txt in your system's default <code>.txt</code> editor.</td>
        </tr>
        <tr>
            <td colspan="3" id="bainUninstall">Uninstall</td>
            <td>Uninstalls the package. If Auto-Anneal is active (the default) then files from earlier packages that were previously overridden will be installed as required.</td>
        </tr>
        <tr>
            <td colspan="2" rowspan="8" id="bainPackageMenu">Package..</td>
            <td id="bainRefresh">Refresh</td>
            <td>As
                <a href="#bainRefresh">Quick Refresh</a> below. Refresh will however recalculate the
                <abbr title="Cyclic redundancy check, digital signature of the file">CRCs</abbr> for all selected items
                <em>from scratch</em>, which is not what you usually need (for projects especially it will take much longer than for packages, cause to calculate the CRC of a project
                <em>all the individual CRCs</em> of
                <em>all</em> the files in the project folder must be recalculated). Bash will of course recalculate CRCs for files that have their dates/sizes changed
                <em>anyway</em>, so forcing CRC recalculation with Refresh is only needed if you changed the contents of a file inside a project
                <em>without changing its modification time
                    <strong>and</strong> its size</em> - that's super rare, you most probably just need Quick Refresh below.</td>
        </tr>
        <tr>
            <td id="bainExportACHlist">Export Achlist</td>
            <td> This exports a file list of the files configured to be installed by this installer (except top level files and docs installed in Data/Docs folder). This list is used when the CK asks for a list of files to make new BSA files, for use when uploading to Bethesda.net. It will generate a
                <code>installer-name.achlist</code> file inside the Mod Info Exports directory in the game (exe) folder. Mod Info Exports will be created if it doesn't exist. If an achlist with the same name exists it will be overwritten. Import the ACHList Bash generated and it will then package your files into the proper archives for upload. Available only for Skyrim&colon; Special Edition &amp; Fallout 4. </td>
        </tr>
        <tr>
            <td id="bainPackToArchive">Pack to Archive...</td>
            <td>Projects only. Packs the project to an archive. It defaults to .7z, but also supports .zip.</td>
        </tr>
        <tr>
            <td id="bainPackageForRelease">Package For Release...</td>
            <td>Projects only. Just like "Pack to Archive" except it doesn't archive the following: thumbs.db, desktop.ini, and any folder that begins with "--".</td>
        </tr>
        <tr>
            <td id="bainListStructure">List Structure...</td>
            <td>Generates a list of the files and directories in a package. Useful for posting package structure on forums, eg. when troubleshooting an install.</td>
        </tr>
        <tr>
            <td id="bainSyncFromData">Sync From Data</td>
            <td>Synchronize the package with files from the Data directory.
                This is essentially the reverse of
                <a href="#bainInstall">Install...</a> since it copies from the
                Data directory to the package rather than the other way
                around.</td>
        </tr>
        <tr>
            <td id="bainUnpackToProject">Unpack To Project(s)...</td>
            <td>Archives only. Unpack the archive to a project.</td>
        </tr>
        <tr>
            <td id="bainCopyConflictsToProject">Copy Conflicts to Project</td>
            <td>Copies all files that conflict with the selected package into a new project. Conflicts with inactive installers and lower order packages are included as if
                <a href="#bainShowInactiveConflicts">Show Inactive Conflicts</a> and
                <a href="#bainShowLowerConflicts">Show Lower Conflicts</a> options were selected. Useful for comparing conflicting resources.</td>
        </tr>
        <tr>
            <td colspan="2" rowspan="2" id="bainConversion">BAIN Conversions</td>
            <td>Create...</td>
            <td>Archives only. Creates a new Bain Conversion File.</td>
        </tr>
        <tr>
            <td>Apply&rarr;[BCF]</td>
            <td>[BCF] is the name of a Bain Conversion File listed in the Apply submenu. Selecting a BCF applies it to the selected package.</td>
        </tr>
        <tr>
            <td colspan="3" id="bainHasExtraDirectories">Has Extra Directories</td>
            <td>BAIN only recognises a limited set of subdirectories of the Data folder (the
                <a href="Wrye%20Bash%20General%20Readme.html#bain-structure">standard game directories</a>), and skips any unrecognised subdirectories. Checking this option will cause BAIN to install unrecognised subdirectories (Unless the files within are on the list of files which are always skipped such as .exe files, see
                <a href="#bain-skipped">Skipped Files</a>)
                <br>
                <strong>NB:</strong> extra directories will not be taken into account at all when calculating package structure. There must be at least some standard game directory or a data file (plugin, bsa/ba2, ini) in the package for BAIN to recognise its structure.</td>
        </tr>
        <tr>
            <td colspan="3" id="bainOverrideSkips">Override Skips</td>
            <td>If this is checked, Bain will not skip over files that would normally be skipped due to a
                <a href="#bainGlobalSkips">global skip option</a>.</td>
        </tr>
        <tr>
            <td colspan="3" id="bainSkipVoices">Skip Voices</td>
            <td>If this is checked, Bain will skip over any voice files in the package. This is useful if the voice files are empty and/or the user prefers not to use them. If this option is used, then the user should also use Elys'
                <a href="https://www.nexusmods.com/oblivion/mods/16622">Universal Silent Voice</a> extension to prevent dialog subtitles from fading too rapidly.</td>
        </tr>
        <tr>
            <td colspan="3" id="bainDontRefresh">Don't Refresh</td>
            <td>When refreshing installers (when switching out and in the installers tab), this
                <em>project</em> won't be scanned for changes. The project will only get refreshed during the first refresh of BAIN on a restart, or by manually refreshing (see
                <a href="#bainQuickRefresh">Quick Refresh</a> and co)</td>
        </tr>
        <tr>
            <td colspan="3" id="bainOmodInfo">Omod Info...</td>
            <td>Projects only. Allows you to read/write omod configuration info.</td>
        </tr>
    </tbody>
</table>
</div>
<table>
    <thead>
        <tr><th colspan="2">Sub-Package Context Menu
        <tr><th>Command<th>Description
    <tbody>
        <tr><td>Select All<td>Selects all the sub-packages in the list.
        <tr><td>Deselect All<td>Deselects all the sub-packages in the list.
        <tr><td>Toggle Selection<td>Deselects currently selected sub-packages, and selects currently deselected subpackages.
        <tr><td>List Sub-Packages<td>Generates a forum-formatted list of sub-packages in the package, highlighting checked packages with <code>***</code>.
</table>
<table id="bain-plugin-filter-commands">
    <thead>
        <tr><th colspan="2">Plugin Filter Context Menu
        <tr><th>Command<th>Description
    <tbody>
        <tr><td>Select All<td>Selects all the plugins in the Filter list.
        <tr><td>Deselect All<td>Deselects all the plugins in the Filter list.
        <tr><td>List Plugins<td>Generates a forum-formatted list of plugins in the Filter list, highlighting checked plugins with <code>***</code>.
        <tr><td id="bain-rename-plugin">Rename...<td>Rename the selected plugin. Renamed plugins are displayed in the Filter list with a <code>*</code> before their name and are displayed in the information tabs as <code>original name -&gt; new name</code>. Renaming a plugin before installing it is preferable to renaming a BAIN-installed plugin through other means, as the former allows BAIN to keep track of it, whereas the latter does not.
        <tr><td>Reset Name<td>Resets the selected plugin's name to its default name.
        <tr><td>Reset All Names<td>Resets all renamed plugins to their default names.
        <tr><td id="bain-jump-to-mod">Jump to Mod</td><td>Jumps to this plugin in the Mods tab. You can double-click on the mod to the same effect.</td></tr>
</table>


<h2 id="mods">Mods Tab <a class="back2top" href="#contents">Back to top</a></h2>
<h3 id="mods-details">The Plugin Details Panel <a class="back2top" href="#contents">Back to top</a></h3>
<div class="prlflex clearf">
    <figure style="width: 443px; min-height: 571px">
      <img alt="plugin details panel" src="../bash/images/readme/mods-plugin-details-panel.png">
    </figure>
<table>
    <thead><tr><th>Item<th>Description
    <tbody>
        <tr><td>File Name<td>The filename of the selected plugin. Note that changing this does not change the filename in the Masters Lists of any dependent plugins.
        <tr>
            <td>Modification Time</td>
            <td>This field is editable, by clicking in the box. After changes
                are made, click the Save button to commit your changes to the
                plugin, or Cancel to discard them. Note: For Oblivion,
                Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon;
                New Vegas this affects the load order of the selected plugin.
                For Skyrim, it has no effect, except that if it is changed for
                a plugin obtained from Steam Workshop, it will cause the plugin
                to be redownloaded as Steam Workshop uses modification time to
                detect file versions.</td>
        </tr>
        <tr><td>Author<td>Who made the selected plugin.
        <tr><td>Description<td>Commonly used for a short description of what the selected plugin does, plus the version number and any Bash Tags the author sets.
        <tr><td>Masters List<td>The Masters list shows the plugins that the currently selected plugin depends on, the load order
        (Mod Index) of that master in the plugin file, and the current load order of the master plugin if present and active.<br /><br />
        Plugins' entries in the Masters List may be renamed to reflect name changes of the plugins themselves. To rename a master, first allow editing from the
        masters list column context menu and then either left-click the plugin entry and edit it in the column display, or right-click the
        plugin and select <q>Change to...</q> then select the replacement plugin. <strong>Do not</strong> use this to change a plugin's masters to
        unrelated plugins, as this will cause file corruption.<br />
        If editing is allowed, items that are renamed inside Bash internal dictionaries appear <strong>bolded</strong> - on clicking on the masterlist they
        take their renamed values and the <em>Save</em> and <em>Cancel</em> buttons are enabled. You may click on Save to save the new master list,
        or on Cancel to revert displaying the non renamed masters.<br />
        Disallowing edits will revert the list to the original and disable Save and Cancel buttons (if no other fields are edited).<br />
        <tr><td>MI<td>Master Index of the mod. This means the actual number of the masters in succession starting with e.g. 00 Skyrim.esm, 00 Oblivion.esm, etc.<br />
        <tr><td>Current LO<td>Current load order in relation to the load order of the Active Plugins. Active Plugins should correspond with plugins.txt.
        <tr><td>Bash Tags<td>This field lists any Bash Tags that are assigned to the selected plugin. Right-clicking will display a list of Bash Tags and allow you to add or remove tags by checking or unchecking them.
</table>
</div>

<h3 class="clearfb" id="mod-masters-symbols">Color scheme for Plugin Masters (MI &amp;Current LO) <a class="back2top" href="#contents">Back to top</a></h3>

<p>In the table below suppose you see details for displayed_mod.esp which depends on [Oblivion.esm, displayed_mod.esm, some_other.esp, some_other2.esp]
    in this order. So the MIs displayed in the master list for Oblivion.esm, displayed_mod.esm, some_other.esp, some_other2.esp are 0, 1, 2, 3.
<table>
    <thead>
        <tr><th>Checkbox Colour<th>Meaning
    <tbody>
        <tr><td><img alt="Blue" src="../bash/images/checkbox_blue_on.png"/><td>Good. Matches the Master Index of the the Current load order.
        <tr><td><img alt="Green" src="../bash/images/checkbox_green_on.png"/><td>Good, but the Master Index is not in sync with the Current
            load order.<br />
            <br />So for instance if you have a load order with active mods (in this order) [Oblivion.esm, displayed_mod.esm, yet_some-other.esp,
            some_other.esp, some_other2.esp, displayed_mod.esp], some_other.esp will display in green as its current load order is 3 while its
            master index is 2. Note that the <em>relative load order of masters</em> is the same as it is in the MI list.
        <tr><td><img alt="Orange" src="../bash/images/checkbox_orange_on.png"/><td>The plugin loads in a different order compared to its order in
            the master array of displayed_mod.esp<br />
            <br />So for instance if you have a load order with active mods (in this order) [Oblivion.esm, displayed_mod.esm, some_other2.esp,
            some_other.esp, displayed_mod.esp], some_other.esp and some_other2.esp will display in orange as they load in different
            <em>relative order</em> than they are recorded in the master array of displayed_mod.esp.<br />
        <br />If a plugin has two masters that are siblings (one doesn't have the other as a master, so they can load in either order) and they are overriding the same record from an earlier master (e.g. both are overriding a record from the main game master file), then loading them in a different order will result in a different version of the overridden record being the "winner". But the plugin might depend on the winner being the one indicated by the order in which it references the masters. The plugin should be examined in xEdit (meaning any version) to see if it is best to alter the load order or if Sort Masters should be used to correct the issue.
        <tr><td><img alt="Red" src="../bash/images/checkbox_red_on.png"/><td>A Master that is missing. If unintended then you should check to make
            sure that you have not inadvertently renamed or removed the plugin.
</table>

<h3 id="mods-csv">CSV Files <a class="back2top" href="#contents">Back to top</a></h3>
<p>Wrye Bash uses CSV files for many of its plugin data related features. CSV files are a very widely supported type of spreadsheet file, and once exported may be edited in programs like Microsoft Excel, LibreOffice Calc or even in text editors such as Notepad or Notepad++.
<p>CSV files are used by the Import/Export... commands as this allows much easier editing of record data in large batches or in systematic manners than in the Construction Set. The data may be exported, edited in the CSV, then imported again. The following notes apply to CSV files.
<ul>
    <li>Wrye Bash will ignore any lines in a CSV file for which the second column does not begin with <code>0x</code>, so such lines can be used for comments.
    <li>For Sigil Stones and Spell Stats CSV exports, additional effects can be added to a stone/spell by appending effects to the end of a line, leaving one blank column between each effect. If any of the Script Effect columns are set to <q>None</q> then all the script effects for that effect will be ignored.
    <li>For the values of object stats such as price or weight or damage, etc., formulae may be used to work out the numerical values, but the file should contain the resulting numbers, not the formulae used.
    <li>The faction lists for actors do not need to be complete - only the actor/faction pairs added or changed need to be listed. A rank of -1 in a faction will remove an actor from that faction.
    <li>Relation lists do not need to be complete for each faction - only the added/changed main/other pairs need to be listed.
</ul>
<p>CSV files can also be used when building the Bashed Patch, for a number of options. The Bashed Patch builder will automatically detect the presence of any CSV files in the <code>Data\Bash Patches</code> folder and have the correct filename ending. These filename endings are:
<table>
    <thead><tr><th>Import Type<th>Required Filename Ending
    <tbody>
        <tr><td>Replace Form IDs<td>Formids.csv
        <tr><td>Import Factions<td>Factions.csv
        <tr><td>Import Names<td>Names.csv
        <tr><td>Import Relations<td>Relations.csv
        <tr><td>Import Spell Stats<td>Spells.csv
        <tr><td>Import Stats<td>Stats.csv
</table>



<h3 id="mods-commands">Context Menu Commands <a class="back2top" href="#contents">Back to top</a></h3>
<p>The tables below detail the full list of context menu commands available in the Mods tab.
<div class="prlflex clearf">
    <figure class="slideshow" style="width: 521px; min-height: 372px">
        <img alt="Mods Context Menu" src="../bash/images/readme/mods-rclick-file-header-menu-1.png">
        <img alt="Mods Context Menu" src="../bash/images/readme/mods-rclick-file-header-menu-2.png">
        <img alt="Mods Context Menu" src="../bash/images/readme/mods-rclick-file-header-menu-3.png">
        <img alt="Mods Context Menu" src="../bash/images/readme/mods-rclick-file-header-menu-4.png">
        <img alt="Mods Context Menu" src="../bash/images/readme/mods-rclick-file-header-menu-5.png">
        <img alt="Mods Context Menu" src="../bash/images/readme/mods-rclick-file-header-menu-6.png">
    </figure>
    <table>
        <thead>
            <tr><th colspan="3">Column Header Context Menu
            <tr><th colspan="2">Command<th>Description
        </thead>
        <tbody>
            <tr><td colspan="2">Sort By<td>This submenu allows you to choose by which column the plugin list is sorted. This is equivalent to clicking on a column header. You can also choose to sort by <q>Type</q>, which will place .esms before .esps regardless of the sorting criteria, or by <q>Selection</q>, which places selected plugins before unselected plugins regardless of criteria.
            <tr><td colspan="2">Columns<td>This submenu allows you to choose which columns are visible in the mod list.
            <tr><td rowspan="5">Files..</td>
                <td>Open Folder...</td><td>Opens the Data folder in Windows Explorer.</td></tr>
                <tr><td>Unhide...</td><td>Opens a dialogue window allowing you to select which hidden plugins to unhide.</td></tr>
                <tr><td>New Bashed Patch...</td><td>Creates a new Bashed Patch plugin. Useful if you accidentally delete your current one or wish to have more than one.</td></tr>
                <tr><td>New Plugin...</td><td>Displays a dialog that allows you
                    to create an empty plugin with various options.</td></tr>
                <tr>
                    <td>Open &lt;<em>file</em>&gt;</td>
                    <td>One or more options of this form may be here, depending
                        on the managed game. They will open the files used by
                        the game for controlling plugin load order in your
                        default text editor.</td>
                </tr>
            <tr><td rowspan="6">Active Mods</td>
                <td id="modsLoadAll">Activate All</td><td>Activates all the plugins in the mod list. If more than 255 mods are
                    present Bash will activate all it can from the bashed patches, then non mergeable and then mergeable mods then will display an
                    error message. Bash will try to activate mods in their load order.</td></tr>
                <tr><td>De-activate All</td><td>Deactivates all the plugins in the mod list. Some plugins will not be deactivated (for instance Fallout 4
                    DLCs) as the game force loads them when present.</td></tr>
                <tr><td>Activate Selected</td><td>Activate only the mods selected in the mod list interface - warning: their masters won't be activated !</td></tr>
                <tr><td>Save Active Mods List</td><td>Saves the currently active mods to a new list.</td></tr>
                <tr><td>Edit Active Mods Lists...</td><td>Allows the deletion and renaming of active mods lists.</td></tr>
                <tr><td>[Active Mods List]</td><td>[Active Mods List] items are listed below the separator in the Active Mods submenu. Clicking a
                    list name will apply the list, trying to activate exactly the plugins that are listed in it.</td></tr>
            <tr><td colspan="2">Oblivion.esm</td><td><em>Oblivion only.</em> This submenu relates to <a href="#tools-swapping">Oblivion.esm Swapping</a>.</td></tr>
            <tr>
                <td colspan="2" id="modsListMods">List Mods</td>
                <td>This outputs a BBCode-formatted load order, including
                    version information, activation status and major load order
                    errors. It can be useful for debugging a broken load order.
                    If the Shift key is held when this command is selected, the
                    CRCs of plugins will also be displayed in the output. If
                    the Ctrl key is held, then the versions of plugins will not
                    be shown in the output.</td>
            </tr>
            <tr>
                <td colspan="2">List Bash Tags...</td>
                <td>This outputs a BBCode-formatted list of all the Bash Tags
                    applied to the plugins in your load order, and where/how
                    the Bash Tags were specified. It can be useful for figuring
                    out which tags come from where.</td>
            </tr>
            <tr>
                <td colspan="2">Export Bash Tags...</td>
                <td>Exports all currently applied bash tags to a CSV file.
                    Plugins without tags will not be exported.</td>
            </tr>
            <tr>
                <td colspan="2">Import Bash Tags...</td>
                <td>Imports applied bash tags from a CSV file. Plugins not
                    listed in the CSV file will be left untouched.</td>
            </tr>
            <tr>
                <td colspan="2">Clear Manual Bash Tags</td>
                <td>Removes all manually applied bash tags. Tags from plugin
                    descriptions, LOOT masterlists and userlists and BashTags
                    files will be left untouched.</td>
            </tr>
            <tr><td colspan="2" id="modsAutoGhost">Auto-Ghost<td>The game engine has a bug where it reads all the plugins in the Data folder, and this can affect performance when the number of plugins is around 300+. Auto-Ghosting adds a <q>.ghost</q> extension to all inactive plugins automatically to prevent the game engine reading them, and so helping to avoid the performance drop. When a ghosted plugin is activated, the <q>.ghost</q> extension is removed, allowing it to function as normal. Note that other utilities will not recognise ghosted plugins, so there are options available for individual plugins to control which get ghosted.
            <tr><td colspan="2" id="modsLockLoadOrder">Lock Load Order</td><td>This prevents other utilities from altering the plugin load order.
                More accurately, it detects changes to the load order (modification times for earlier games, text files for later ones)
                when Wrye Bash starts or is focused (ie. on top of all other program windows) and reverses those changes.</td></tr>
            <tr><td colspan="2">Lock Active Plugins</td><td>This enhances <a href="#modsLockLoadOrder">Lock Load Order</a> to make it reverse
                changes to the enabled/disabled status of plugins in your load order as well.</td></tr>
            <tr><td colspan="2">ESL-Flag Bashed Patches</td><td><em>Skyrim&colon; Special Edition &amp; Fallout 4 only.</em> If enabled,
                then any built Bashed Patches will automatically be ESL-flagged, saving a load order slot.</td></tr>
            <tr><td colspan="2">Debug Mode<td>Activates debug output. Only a few commands will display any debug output, but it may be useful for troubleshooting.
            <tr><td colspan="2" id="modsRemoveDummyMasters">Remove Dummy Masters...<td>Removes all dummy master files created using <a href="#modsCreateDummyMasters">Create Dummy Masters...</a> on a plugin.
            <tr><td colspan="2">Check mods against LOOT's dirty mod list</td><td>LOOT's masterlist contains information on dirty plugins that
                can be used by Wrye Bash to highlight these plugins in the mod list. Checking this setting tells Wrye Bash to use this
                information. Note that the detection will try to use masterlists from the user's system-wide LOOT installation, if those
                exist, otherwise Bash falls back to the taglists it comes bundled with.</td></tr>
            <tr><td colspan="2" id="refreshCRCs">Recalculate CRCs<td>Clean stale CRCs from cache. Workaround for buggy CRC updates in previous
                versions of Bash. Use for instance when plugins show as mismatched in BAIN when they are not.
            <tr>
                <td colspan="2" id="modsPluginChecker">Plugin Checker...</td>
                <td>Launches the <a href="#tools-checker">Plugin Checker</a>.</td>
            </tr>
        </tbody>
    </table>
</div>
<div class="prlflex clearf">
    <figure class="slideshow" style="width: 556px; min-height: 789px">
        <img alt="Mod Context Menu" src="../bash/images/readme/mods-rclick-mod-menu-1.png">
        <img alt="Mod Context Menu" src="../bash/images/readme/mods-rclick-mod-menu-2.png">
        <img alt="Mod Context Menu" src="../bash/images/readme/mods-rclick-mod-menu-3.png">
        <img alt="Mod Context Menu" src="../bash/images/readme/mods-rclick-mod-menu-4.png">
        <img alt="Mod Context Menu" src="../bash/images/readme/mods-rclick-mod-menu-5.png">
        <img alt="Mod Context Menu" src="../bash/images/readme/mods-rclick-mod-menu-6.png">
        <img alt="Mod Context Menu" src="../bash/images/readme/mods-rclick-mod-menu-7.png">
    </figure>
    <table>
        <thead>
            <tr><th colspan="3">Plugin Context Menu</th></tr>
            <tr><th colspan="2">Command<th>Description</th></tr>
        </thead>
        <tbody>
            <tr><td rowspan="9">File..</td>
                <td id="modsDuplicate">Duplicate...</td><td>Creates a duplicate of the selected plugin in the Data folder.</td></tr>
                <tr><td>Hide...</td><td>Moves the selected plugin to the <code>[Game] Mods/Bash Mod Data/Hidden</code> subdirectory. If the plugin's author
                    is defined and there is a Bash Mod Data/Hidden subdirectory of the same name, the plugin will be placed there. If not and the
                    plugin's group is defined and there is a Bash Mod Data/Hidden subdirectory of the same name, the plugin will be placed there
                    instead. Otherwise it will be placed inside Bash Mod Data/Hidden.</td></tr>
                <tr><td>Redate...</td><td>Change the modification time of the selected plugin. If more than one plugin is selected, then all the plugins will
                    have their modification times altered, with the first in the list being set to the specified time and the rest at one minute intervals
                    from that time.</td></tr>
                <tr>
                    <td>Delete</td>
                    <td>Deletes the selected plugin(s) and any backups of them,
                        but not snapshots. Deleted plugins are sent to the
                        Recycling Bin.</td>
                </tr>
                <tr><td id="modsBackup">Backup</td><td>Creates a backup of the selected plugin in <code>[Game] Mods\Bash Mod Data\Backups</code>.
                    On first run, the backed-up plugin has <code>f</code> appended to its file extension, giving e.g. <code>.espf</code>.</td></tr>
                <tr><td>Revert To Backup...</td><td>Reverts the selected plugin to the last backup made of it.</td></tr>
                <tr><td>Revert To First Backup...</td><td>Reverts the selected plugin to the first backup made of it.</td></tr>
                <tr><td id="modsSnapshot">Snapshot...</td><td>Creates a snapshot copy of the selected plugin in <code>Bash\Snapshots</code>.
                    Snapshot filenames are appended with <code>-n</code> where n is a number between 01 and 99. Eg. the first snapshot of
                    <code>Plugin.esp</code> is <code>Plugin-01.esp</code>. The number is incremented each time the plugin has a snapshot
                    taken. Additionally, if there is a version line in the plugin's description field, then the snapshot number will be
                    appended to the version number in the same manner.</td></tr>
                <tr><td>Revert To Snapshot...</td><td>Reverts the selected plugin to a selected snapshot.</td></tr>
            <tr><td rowspan="9">Groups</td>
                <td>Export Group</td><td>Exports the selected plugin's groups to a CSV file as plugin name/groups pairs.</td></tr>
                <tr><td>Import Group</td><td>This will set the groups for selected mods as specified in a csv file (as created by the Export Groups command).
                    If selected mods are not assigned a group in the file nothing happens.</td></tr>
                <tr><td rowspan="6">Edit Groups...</td>
                    <td>Add: add a new group to existing groups. Group names can be in Unicode.</td></tr>
                    <tr><td>Rename: rename selected group. Mods that belong to it will have the group renamed.</td></tr>
                    <tr><td>Remove: delete selected group. Deleting a group removes it from mods that belong to it.</td></tr>
                    <tr><td>Refresh: pick up assigned groups and add them to the existing ones. Use it after importing groups from a file to update available
                        groups.</td></tr>
                    <tr><td>Sync: sync the list of available groups to the assigned ones - in other words delete unassigned groups.</td></tr>
                    <tr><td>Default: reset the list of available groups to the default ones. This won't delete non default assigned groups. It's a feature.
                        Use Refresh to pick up your groups and add them to the defaults.</td></tr>
                <tr><td>Groups Menu</td><td>Set a group for the selected plugin(s). Groups that are assigned to the selected plugins appear checked.
                    They provide no automatic functionality, other than to place hidden plugins in group folders provided those folders already
                    exist. Use them to group plugins together so you can disable or enable them at once, etc. Note to old timers:
                    <abbr title="Bash Auto Load Ordering">BALO</abbr> has been removed taking BALO groups for the ride - those of you who remember
                    them, shed a tear goodbye.</td></tr>
            <tr><td colspan="2">Rating<td>A purely cosmetic feature, this allows you to assign different rating values to plugins.
            <tr><td colspan="2">Move To...</td><td>Moves the selected plugin(s) to the specified position. Note that the way this works with
                inactive plugins may seem a bit counter-intuitive. Since inactive plugins do not have indices, it will be moved to occupy
                the selected position, but since it's inactive, <em>the next active plugin after it</em> is the one that actually receives
                the position. In practical terms, this means you will often end up moving an inactive plugin to one spot before the one you
                wanted and adjusting its position via drag and drop or via <code>Ctrl+Arrow Keys</code> will be necessary.</td></tr>
            <tr><td colspan="2">Order By Name</td><td>Set the load order of the selected plugins starting at the lowest ordered mod, sorting them alphabetically.</td></tr>
            <tr><td colspan="2">Details...<td>Displays a list of the records in the selected plugin, similar to the Details view in the Construction Set.
            <tr><td colspan="2">List Masters...<td>Outputs a list of the selected plugin's masters.
            <tr><td colspan="2">List Dependent...<td>Displays and copies to the clipboard a list of mods that have the currently selected
                mod as master. Active mods are prefixed with their load order while merged, imported and inactive mods are prefixed with
                <code>++</code>, <code>**</code> and <code>__</code> respectively.
            <tr><td colspan="2">Readme...<td>Attempts to open the selected plugin's associated readme in the <a href="#tools-docs">Doc Browser</a>.
            <tr><td colspan="2">List Bash Tags...<td>Outputs a BBCode-formatted list of all the Bash Tags applied to the selected plugin, and where/how the Bash Tags was specified. It can be useful for debugging a broken load order.
            <tr>
                <td colspan="2" id="modsCreateLOOTEntry">Create LOOT Entry...</td>
                <td>Creates LOOT masterlist entries based on the tags you have
                    applied to the selected plugin(s). Also tries to figure out
                    the URL that the plugin came from based on the BAIN package
                    it was installed from.</td>
            </tr>
            <tr><td colspan="2" id="modsCopyModInfo">Copy Mod Info...<td>Outputs a report on the selected plugins(s) with the info from the currently displayed columns.
            <tr><td colspan="2">Jump to Installer<td>Jump to the installer of the selected mod, if the Installers tab is displayed and enabled and the
                plugin has an installer. You can Alt-Click on the mod to the same effect.
            <tr><td colspan="2" id="modsDontGhost">Disallow Ghosting</td><td>Don't ghost the selected plugins when they are inactive, even if Auto-Ghost
                is enabled. Will unghost the selected plugins if enabled.</td></tr>
            <tr><td colspan="2">Ghost/Unghost</td><td>Manually ghost/unghost selected plugins (active ones can't
                be ghosted). Ghosting a plugin will clear its Disallow Ghosting flag (if set). This will survive autoGhost till next restart. If
                you want your changes to persist, mark the plugin as <a href="#modsDontGhost">disallow ghosting</a>.</td></tr>
            <tr><td colspan="2">Allow Ghosting</td><td>Displayed if multiple plugins are selected. Unchecks <a href="#modsDontGhost">Disallow Ghosting</a>
                for the selected plugins.</td></tr>
            <tr><td colspan="2">Invert Ghosting</td><td>Displayed if multiple plugins are selected. Toggles the status of
                <a href="#modsDontGhost">Disallow Ghosting</a> for the selected plugins.</td></tr>
            <tr><td colspan="2" id="modsMarkMergeable">Mark Mergeable...</td><td><em>Not available for Skyrim&colon; Special Edition &amp; Fallout 4.</em>
                Scans the selected plugin(s) to determine if they are mergeable or not. Wrye Bash does this automatically, but this command reports why
                mods are unmergeable.</td></tr>
            <tr><td colspan="2">Check ESL Qualifications</td><td><em>Skyrim&colon; Special Edition &amp; Fallout 4 only.</em> Checks if the selected plugin(s)
                can be ESL-flagged using <a href="#modsEslifySelf">Add ESL Flag</a>. Wrye Bash does this automatically, but this command reports why
                mods can't be ESL-flagged.</td></tr>
            <tr><td colspan="2">Rebuild Patch...<td>Rebuild the selected Bashed Patch using the Python patcher.
            <tr><td colspan="2" id="modsListPatchConfig">List Patch Config...<td>Displays a summary of how the selected Bashed Patch is configured.
            <tr><td colspan="2" id="modsExportPatchConfig">Export Patch Config...<td>Exports the configuration of the selected Bashed Patch to a file.
            <tr><td rowspan="13">Export<td>Cell Block Info...<td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em> Exports a list of cell block Editor IDs and their coordinates in the selected plugin to a CSV file.
            <tr><td id="modsExportEditorIDs">Editor Ids...<td><strong>For advanced mod authors only.</strong> Exports the Editor IDs of the records in the selected plugin to a CSV file.
            <tr><td id="modsExportFactions">Factions...<td><strong>For advanced mod authors only.</strong> Exports the factions defined for actors in the selected plugin to a CSV file, which can be imported to a plugin or used in the Bashed Patch's Import Actors: Factions option.
            <tr><td id="modsExportNames">Names...<td>Exports the names of the objects in the selected plugin to a CSV file. All the records displayed in the Construction Set's Objects Window are supported - cells and dialogue are not. As well as being useful for the usual large-scale changes, this command is useful for translators. The CSV file can also be used in the Bashed Patch's Import Names option.
            <tr><td id="modsExportNPCLevels">NPC Levels...<td><strong>For advanced mod authors only.</strong> Exports NPC level info from the selected plugin to a CSV file. Only NPCs which are dynamically levelled (ie. offset from the player's level) will be exported.
            <tr><td>Map Markers...<td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em> Exports information about the map marker data in the plugin.
            <tr><td>Prices...<td>Exports the prices of objects in the selected plugin to a CSV file.
            <tr><td id="modsExportRelations">Relations...<td><strong>For advanced mod authors only.</strong> Exports the faction relationships in the selected plugin to a CSV file. This does not export race relationships. The CSV file can also be used in the Bashed Patch's Import Relations option.
            <tr><td id="modsExportIngredients">Ingredients...<td>Exports alchemy ingredient record data from the selected plugin to a CSV file.
            <tr><td>Scripts...<td>Exports the scripts in the selected plugin to a series of text files. The scripts may then be edited in the text files and re-imported. <br><br><strong>Warning:</strong> Do not change the first three lines of each text file exported when editing unless you know what you're doing.
            <tr><td id="modsExportSigilStones">Sigil Stones...<td>Exports the stats of sigil stones from the selected plugin to a CSV file.
            <tr><td id="modsExportSpellStats">Spells...<td>Exports spell stats in the selected plugin to a CSV file. The CSV file can also be used in the Bashed Patch's Import Stats option. There are two modes of export, Basic and Detailed. The spell stats exported in Basic mode are as follows.
                <ul>
                    <li>Form ID
                    <li>Editor ID
                    <li>Name
                    <li>Cost
                    <li>Level type
                    <li>Spell type
                </ul>
                In Detailed mode, all Basic stats are exported as well as a variety of flags and all the spell effects.
            <tr><td id="modsExportStats">Stats...<td>Exports stats for the following record types in the selected plugin to a CSV file. The CSV file can also be used in the Bashed Patch's Import Stats option.
                <ul>
                    <li>Ammunition
                    <li>Apparatus
                    <li>Armor
                    <li>Book
                    <li>Clothing
                    <li>Ingredient
                    <li>Key
                    <li>Light
                    <li>Misc. Item
                    <li>Sigil Stone
                    <li>Soulgem
                    <li>Weapon
                </ul>
            <tr><td rowspan="14">Import<td>Editor Ids...<td><strong>For advanced mod authors only.</strong> Imports the Editor IDs for records in the selected plugin from a CSV file. As well as updating the Editor IDs of records themselves, this also updates any Editor IDs referenced in normal (non quest stage or dialogue) scripts to reflect the changes.<br><br><strong>Note:</strong> You may have to recompile any altered scripts in the Construction Set.
                <br><br>If you wish to update script references <em>after</em> the Editor IDs were changed, edit the CSV file and add another column after the eid column and give the old Editor IDs in the new column. E.g. <code>MISC Oblivion.esm 0x0123456 newEid oldEid</code>
            <tr><td id="modsImportFactions">Factions...<td><strong>For advanced mod authors only.</strong> Applies to the selected plugin the factions defined for actors in a CSV file previously exported using Wrye Bash.
            <tr><td id="modsImportNames">Names...<td>Imports names for objects from a CSV file (or other mod) into the selected plugin. Only records that already exist in the plugin will have their names changed, no records will be added.
            <tr><td id="modsImportNPCLevels">NPC Levels...<td><strong>For advanced mod authors only.</strong> Imports NPC level info from a CSV file into the selected plugin. This does not affect Creature levels or leveled lists, nor does it affect the levels of NPCs in existing saves, for which <a href="#savesUpdateNPCLevels">Update NPC Levels</a> must be used. As well as the format exported by <a href="#modsExportNPCLevels">Export NPC Levels</a>, an older format is supported:
                <ul>
                    <li>The first column is the Form ID. <strong>This must not have been edited.</strong>
                    <li>The second column is the Editor ID, which is ignored on import.
                    <li>The next three columns are the levelling info.
                    <li>The last four columns are the original NPC levels from the game's master file. If the NPCs are mod-added, these will be blank. These columns are ignored on import.
                </ul>
            <tr><td>Map Markers...<td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em> Imports map marker data from a CSV file into the selected plugin.
            <tr><td>Prices...<td>Imports the prices of objects from a CSV file (or other mod) into the selected plugin.
            <tr><td id="modsImportRelations">Relations...<td><strong>For advanced mod authors only.</strong> Imports faction relationships from a CSV file into the selected plugin.
            <tr><td id="modsImportIngredients">Ingredients...<td>Imports alchemy ingredient record data from a CSV file into the selected plugin.
            <tr><td>Scripts...<td>Imports scripts from a series of text files into the selected plugin.<br><br><strong>Note:</strong> You must recompile any altered or new scripts in the Construction Set.
            <tr><td id="modsImportSigilStones">Sigil Stones...<td>Imports the stats of sigil stones from a CSV file into the selected plugin.
            <tr><td id="modsImportSpellStats">Spells...<td>Imports spell stats from a CSV file into the selected plugin. Only records that exist in the plugin will have their spell stats change, no records will be added. The spell stats supported are those exported by <a href="#modsExportSpellStats">Export Spell Stats...</a>, and importing uses the same Basic and Detailed mode distinctions.
            <tr><td id="modsImportStats">Stats...<td>Imports stats from a CSV file into the selected plugin. Only records that exist in the plugin will have their stats change, no records will be added. The object stats supported are those exported by <a href="#modsExportStats">Export Stats...</a>.
            <tr><td id="modsImportFace">Face...<td>This command relates to <a href="#saves-face">Face Importing</a>.
            <tr><td id="modsImportFormIDs">FormIDs...<td><strong>For advanced mod authors only.</strong> It is useful if you want to replace the records in one master with equivalent records in another master. This command replaces the Form IDs in a plugin according to a CSV file that acts as a Form ID mapper. An example of such a file is <code>Data\Bash Patches\TI to Cobl_Formids.csv</code>. The instructions below detail how to create a Form ID mapper.
                <ol>
                    <li>Use <a href="#modsExportEditorIDs">Export Editor Ids</a> on both the plugin containing the Form IDs to be replaced and the plugin containing the replacement Form IDs.
                    <li>Combine the two CSV files produced into a CSV file with the following columns:
                    <ul>
                        <li>Record type. This is ignored by Wrye Bash, but can be useful for reference.
                        <li>Old Mod. This supplies the first two digits in the old Form ID.
                        <li>Old Object. This supplies the rest of the old Form ID.
                        <li>Old Eid. The Editor ID for the old object.
                        <li>New Eid. The Editor ID for the new object.
                        <li>New Mod This supplies the first two digits in the new Form ID.
                        <li>New Object. This supplies the rest of the new Form ID.
                    </ul>
                    <p>Note that if either of the new or old sides of a row are empty, the row will be skipped. Also, the new object does not have to be of the same type as the old object, but they should be compatible.
                    <li>Save the new CSV file so that its filename ends with <q>Formids.csv</q>.
                </ol>
                <p>If you've completely swapped from one base plugin to another, you may wish to remove the old dependency. This can be done using TES4Edit's <q>Clean Masters</q> command or TES4Gecko's <q>Edit Master List</q> command. The former only removes totally unused masters while the latter can remove used masters with the appropriate cleanup, and is not an automated procedure.</p>
                <strong>Note:</strong> You can also use TES4Edit to change the Form IDs using its <q>Batch Change Referencing Records</q> command together with the CSV file created. TES4Edit will also change the definition of a Form ID, rather than just any references to it, unlike Wrye Bash.
            <tr><td rowspan="6">Mod Cleaning<td>Don't check against LOOT's dirty mod list<td>Overrides the setting in the column header context menu for the specific plugin(s) selected.
            <tr><td id="modsScanForDirtyEdits">Scan for Dirty Edits<td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em> Scans the selected plugin for Identical To Master records and deleted references, outputting counts of the dirty edits found. The dirty edit counts may differ from the output provided by TES4Edit as that includes other "junk" records in the <abbr title="Identical To Master record">ITM</abbr> count. Wrye Bash does not count these junk records as they are non-harmful.
            <tr><td>Scan for <abbr title="Undeleted and Disabled Reference">UDR</abbr>'s</td><td><em>All but Oblivion &amp; Nehrim&colon; At Fate's Edge.</em> Behaves as the above <a href="#modsScanForDirtyEdits">Scan for Dirty Edits</a>, but only for deleted references.</td></tr>
            <tr><td id="modsRemoveWorldOrphans">Remove World Orphans<td>Some plugins have a mild form of corruption where exterior cells of new worldspaces in an esp master of the plugin are included in the plugin even if they are not edited, but the parent worldspace is not included, creating "orphaned" cells. This command removes these "orphans".
            <tr>
                <td id="modsNvidiaFogFix">Nvidia Fog Fix</td>
                <td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em>
                    Systems with Nvidia graphics cards can suffer a black
                    screen bug when interior cell fog distances are set to 0.
                    This command scans the selected plugin(s) and sets any
                    zero-valued fog distances to 0.001.
                    <br><br><strong>It is advised that mod authors use this on
                        their mods before release.</strong></td>
            </tr>
            <tr><td id="modsUndeleteRefs">Undelete Refs<td><strong>Removed.</strong> Use xEdit for cleaning.</td></tr>
            <tr><td colspan="2">Add Master...<td><strong>Removed.</strong> Use xEdit for such low-level editing.</td></tr>
            <tr><td colspan="2" id="modsCopyToEsm">Copy To Esm/Esp<td>Creates a .esp copy of a .esm or vice versa.
            <tr><td colspan="2" id="modsEsmifySelf">Add/Remove ESM Flag<td>The distinction between esp and esm plugins is not dependent on their file
                extensions, but on a bit in the file. This command toggles this bit so that .esp files behave as .esm files and vice versa. It is
                useful for creating and editing plugins with .esp files as masters, which cannot be done in the Construction Set otherwise.
                Esm files cannot be edited in the Construction Set as esp files, so this command is disabled for them. NB: the file extension won't change
                and this is used by Bash so do not mess with it.<br><br><strong>Warning:</strong> Make sure to toggle any plugins back before playing the game, otherwise
                savegames will get confused, possibly causing bugs and corruption. To toggle the masters back use the same command on the plugin which
                should now be named Remove ESM Flag.
            <tr><td colspan="2" id="modsEslifySelf">Add/Remove ESL Flag</td><td><em>Skyrim&colon; Special Edition &amp; Fallout 4 only.</em> Toggles the ESL flag
                on the selected plugin, either turning it into an ESL if it does not yet have the flag set or turning it back into an ESP if
                it does have the flag set. This is only possible if the mod is ESL-capable - see the <q>Check ESL Qualifications</q> option
                for more information.</td></tr>
            <tr><td colspan="2" id="modsEsmifyMasters">Add/Remove ESM Flag To/From Masters<td>This works as <a href="#modsEsmifySelf">Add/Remove ESM Flag</a> does,
                but toggles a plugin's masters rather than the plugin itself. The load order of plugins will change to reflect their new status but
                since the modification time won't change they will revert back to their original positions for modification time based load orders.
                Be sure to backup your load order for Skyrim and newer games.
            <tr><td colspan="2" id="modsCreateDummyMasters">Create Dummy Masters...</td><td>Creates an empty plugin for each missing master a mod has.
                This is useful for allowing TES4Edit to open a 'Filter' patch without having all of the required masters. These dummy
                plugins can later be removed using the <a href="#modsRemoveDummyMasters">Remove Dummy Masters</a> command.</td></tr>
            <tr><td colspan="2" id="modsDecompileAll">Decompile All</td><td><em>Oblivion only.</em> Undoes the effect of a <q>Compile All</q> performed in the Construction Set. It will not do anything to the game's master file.</td></tr>
            <tr><td colspan="2" id="modsVersion0.8">Version 0.8</td><td><em>Oblivion only.</em> Resets the file version number of the selected plugin so that it can be edited in an older version of the Construction Set, which is required when making certain changes due to bugs in the latest Construction Set.<br><br><strong>Warning:</strong> It is possible that this may cause data loss.</td></tr>
        </tbody>
    </table>
</div>

<table>
    <thead>
        <tr>
            <td class="thf" colspan="3">Plugin Masters List Column Header
                Context Menu</td>
        </tr>
        <tr>
            <td class="thf" colspan="2">Command</td>
            <td class="thf">Description</td>
        </tr>
    </thead>
    <tbody>
        <tr>
            <td colspan="2">Sort By</td>
            <td>This submenu allows you to choose by which column the masters
                list is sorted. This is equivalent to clicking on a column
                header.</td>
        </tr>
        <tr>
            <td colspan="2">Allow Editing</td>
            <td>Allow (or disallow) editing of the masters list. Enables (or
                disables) the items' context menu entries.</td>
        </tr>
        <tr><td colspan="2">Clear Renames</td>
            <td>Clears the internal renames dictionary, meaning that maters
                that were previously renamed will no longer be automatically
                renamed in future plugins' master lists.</td>
        </tr>
    </tbody>
</table>


<table>
    <thead>
        <tr>
            <td class="thf" colspan="3">Plugin Masters List Items Context
                Menu</td>
        </tr>
        <tr>
            <td class="thf" colspan="2">Command</td>
            <td class="thf">Description</td>
        </tr>
    </thead>
    <tbody>
        <tr>
            <td colspan="2">Change to...</td>
            <td>Rename a master by selecting the desired replacement plugin
                from the Data folder. It will add the plugin to the internal
                renames dictionary of Wrye Bash and bold it on any master list
                that it appears in. Hit Save to edit the selected file
                permanently. Equivalent to left clicking the selected master
                for a second time, just allows you to select the plugin from
                the Data directory instead of entering the name manually.
                <br>
                <ul>
                    <li>Note that you should only do this if the new name is a
                        new version of the same plugin. Replacing a plugin with
                        an unrelated plugin will cause file corruption.</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td colspan="2">Jump to Master</td>
            <td>Jumps to the specified master on the Mods tab. You can
                double-click on the master to the same effect.</td>
        </tr>
    </tbody>
</table>


<h2 id="patch">Advanced Bashed Patch <a class="back2top" href="#contents">Back to top</a></h2>
<p>You can have multiple Bashed Patches, though one is generally enough per <a href="#saves-profiles">save profile</a> or character. The only requirement for Wrye Bash recognising a plugin as a Bashed Patch is that its <q>Author</q> field is set to <q>BASHED PATCH</q>, so you can name a Bashed Patch whatever you want.
<h3 id="patch-view">Viewing &amp; Editing The Bashed Patch <a class="back2top" href="#contents">Back to top</a></h3>
<p>As the Bashed Patch commonly has .esp files as masters, viewing and editing it can be more complicated than for the average plugin. If you wish to view its contents, it is easiest to use <a href="https://www.nexusmods.com/oblivion/mods/11536">TES4Edit</a>, which can also be used to edit most types of data in plugins. To edit it using the Construction Set or Creation Kit (required when editing scripts), you'll need to first use the <a href="#modsEsmifyMasters">Add ESM Flag To Masters</a> command on it. Be sure to use <q>Remove ESM Flag From Masters</q> before attempting to play the game.

<h3 id="patch-tags">Bash Tags <a class="back2top" href="#contents">Back to top</a></h3>
<p>Wrye Bash uses a tagging system to determine what mods can and should have which records available for importing into the Bashed Patch. These Bash Tags are specified by mod authors in the header descriptions of their plugins, are applied using data from LOOT's masterlist and userlist files, and are read from text files in the <code>[GAME]\Data\BashTags</code> folder.
In increasing priority the Bash Tags sources are:

<ol>
    <li>Description in the header of the plugin (can be edited in WB)</li>
    <li>taglist.yaml (LOOT) - Only if no LOOT masterlist was found on the user's computer</li>
    <li>masterlist.yaml (LOOT)</li>
    <li>userlist.yaml (LOOT)</li>
    <li><code>[GAME]\Data\BashTags\[PLUGIN NAME].txt</code></li>
    <li>Tags that were manually set in Wrye Bash</li>
</ol>

<p>Bash includes a LOOT masterlist parser. It will try and parse the masterlist and userlist files, if it finds them in the
    <code>%LOCALAPPDATA%\LOOT\GAME</code> directory. If that fails (e.g. if the files are not there) it will fallback to
    a <code>Mopy\taglists\GAME\taglist.yaml</code> file bundled with Bash, keep it there. For userlist and masterlist
    relative priority and role see the LOOT docs.</p>

<p>For each plugin, Wrye Bash will read the file <code>[GAME]\Data\BashTags\[PLUGIN NAME].txt</code>, if it exists.
    Tags specified in this file will override ones in the description and the LOOT masterlist.
    These files are intended for people besides the mod author to share plugin suggestions.
    For example, a guide creator could create files with fitting Bash Tags and package the <code>BashTags</code> folder as an archive,
    distribute the archive as a download with the guide, and users can then simply install the archive with BAIN to get the right Bash Tags.</p>
<p>Wrye Bash has the ability to create these files through its GUI too - right click on a plugin's Bash Tags field in the Mods Tab sidebar and click <q>Copy to BashTags</q> to create or rewrite the matching file, placing all currently active Bash Tags in there.</p>
<p>The format for these files is simple - each line can specify one or more tags to be added or removed, in which case a minus should be prepended to the tag, separated by commas.</p>
<p><strong>Note:</strong> BashTags files must be in UTF-8 encoding (ASCII is
    fine, since it is backwards-compatible).</p>
<p>An example to demonstrate their syntax follows:</p>

<code class="box"># Everything after a '#' is a comment
# Every line that is not a comment
# or empty will add or remove tags
# from the plugin

Delev, Relev # This line will add two
             # new tags to the plugin...

-C.Water     # ...while this line removes
             # a tag from the plugin

# Addition and removal can also be
# done in one line:
C.Location, -C.LockList

# The result of this file would be:
# Added: C.Location, Delev, Relev
# Removed: C.LockList, C.Water</code>

<p>Bash Tags may also be set manually, by right-clicking a plugin's Bash Tags field in the Mods Tab sidebar and checking or unchecking tags in the list displayed. If you wish to revert to automatic tagging, choose <q>Automatic</q> in the right-click list. If you are a mod author, you may wish to use <q>Copy to Description</q> for your mod's plugins before releasing it to ensure that users have the tags applied automatically.

<p><strong>Note:</strong> A Bash Tag should only be applied when it is <strong>important</strong> that the plugin's change to whatever the Tag relates to is preserved. If a change your plugin makes is not important to the functioning of your mod, do not add a Bash Tag for it. Doing otherwise negates the purpose of the Bash Tag system.
<p>
    <strong>Note:</strong> Not all record types or bash tags are available/supported for each game.</p>
<table>
    <thead>
        <tr>
            <th colspan="3">Special Function Bash Tags</th>
        </tr>
        <tr>
            <th>Tag</th>
            <th>Used When The Mod</th>
            <th>Specific Record Types/Changes Supported</th>
        </tr>
    </thead>
    <tbody>
        <tr>
            <td>Deactivate</td>
            <td>Should be deactivated.</td>
            <td>
                <em>N/A</em>
            </td>
        </tr>
        <tr>
            <td>Filter</td>
            <td>Does not require all its masters to be installed to function. See the
                <a href="#patch-filter">Merge Filtering</a> section for more information.</td>
            <td>
                <em>N/A</em>
            </td>
        </tr>
        <tr>
            <td>IIM</td>
            <td>Is to be used in Item Interchange Mode. See the
                <a href="#patch-iim">Item Interchange Mode</a> section for more information.</td>
            <td>
                <em>N/A</em>
            </td>
        </tr>
        <tr>
            <td>MustBeActiveIfImported</td>
            <td>Must be active to function correctly even if it is imported into the Bashed Patch. Currently this tags only function is that Bash won't ask to deactivate the plugin.</td>
            <td>
                <em>N/A</em>
            </td>
        </tr>
        <tr>
            <td>NoMerge</td>
            <td>Should not be merged even though it is technically mergeable.</td>
            <td>
                <em>N/A</em>
            </td>
        </tr>
    </tbody>
</table>
<table id="patch-deprecated-tags">
    <thead>
        <tr>
            <th colspan="2">Removed &amp; Deprecated Bash Tags</th>
        </tr>
        <tr>
            <th>Tag</th>
            <th>Replacement/Notes</th>
        </tr>
    </thead>
    <tbody>
        <tr>
            <td>Body-F</td>
            <td>Older name for R.Body-F.</td>
        </tr>
        <tr>
            <td>Body-M</td>
            <td>Older name for R.Body-M.</td>
        </tr>
        <tr>
            <td>Body-Size-F</td>
            <td>Older name for R.Body-Size-F.</td>
        </tr>
        <tr>
            <td>Body-Size-M</td>
            <td>Older name for R.Body-Size-M.</td>
        </tr>
        <tr>
            <td>C.GridFlags</td>
            <td>Older name for C.ForceHideLand.</td>
        </tr>
        <tr>
            <td>Derel</td>
            <td>Older name for Relations.Remove.</td>
        </tr>
        <tr>
            <td>Eyes</td>
            <td>Older name for R.Eyes.</td>
        </tr>
        <tr>
            <td>Eyes-D</td>
            <td>Older name for R.Eyes.</td>
        </tr>
        <tr>
            <td>Eyes-E</td>
            <td>Older name for R.Eyes.</td>
        </tr>
        <tr>
            <td>Eyes-R</td>
            <td>Older name for R.Eyes.</td>
        </tr>
        <tr>
            <td>Hair</td>
            <td>Older name for R.Hair.</td>
        </tr>
        <tr>
            <td>Invent</td>
            <td>Split into Invent.Add, Invent.Change and Invent.Remove. The
                behavior of the old Invent tag is equivalent to Invent.Add
                combined with Invent.Remove.</td>
        </tr>
        <tr>
            <td>InventOnly</td>
            <td>Use the Invent tags mentioned above in conjunction with IIM
                instead.</td>
        </tr>
        <tr>
            <td>Merge</td>
            <td>Obsoleted due to Merge Patches rework.</td>
        </tr>
        <tr>
            <td>Npc.EyesOnly</td>
            <td>Older name for NPC.Eyes.</td>
        </tr>
        <tr>
            <td>Npc.HairOnly</td>
            <td>Older name for NPC.Hair.</td>
        </tr>
        <tr>
            <td>NpcFaces</td>
            <td>Split into NPC.Eyes, NPC.Hair and NPC.FaceGen. Previous
                behavior is equivalent to all three tags combined.
                <br>
                Warning: Previous versions allowed applying both NpcFaces and
                one of the two 'Only' tags above. This was undefined behavior,
                but thankfully no mods seem to have made this mistake.</td>
        </tr>
        <tr>
            <td>R.Relations</td>
            <td>Split into R.Relations.Add, R.Relations.Change and
                R.Relations.Remove. The behavior of the old R.Relations tag is
                equivalent to all three tags combined.</td>
        </tr>
        <tr>
            <td>Relations</td>
            <td>Split into Relations.Add and Relations.Change. The behavior of
                the old Relations tag is equivalent to Relations.Add combined
                with Relations.Change.</td>
        </tr>
        <tr>
            <td>ScriptContents</td>
            <td>Dangerous tag that was never fully implemented.</td>
        </tr>
    </tbody>
</table>
<table>
    <thead>
        <tr>
            <th colspan="3">Bash Tags Shared Between Games</th>
        </tr>
        <tr>
            <th>Tag</th>
            <th>Used When The Mod</th>
            <th>Specific Record Types/Changes Supported</th>
        </tr>
    </thead>
    <tbody>
        <tr>
            <td>Actors.ACBS</td>
            <td>Modifies the (ACBS) Configuration subrecord of actors.</td>
            <td>See the game-specific sections below for record types:
                <ul>
                    <li>
                        See the <a href="#ActorsACBSOblivion">Oblivion &amp; Nehrim&colon; At Fate's Edge</a> <q>Actors.ACBS</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#ActorsACBSFO3">Fallout 3 &amp; Fallout&colon; New Vegas</a> <q>Actors.ACBS</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#ActorsACBSSkyrim">Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special Edition</a> <q>Actors.ACBS</q> section for more information.
                    </li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Actors.AIData</td>
            <td>Modifies the (AIDT) AI Data subrecord of actors.</td>
            <td>See the game-specific sections below for record types:
                <ul>
                    <li>
                        See the <a href="#ActorsAIDataOblivion">Oblivion &amp; Nehrim&colon; At Fate's Edge</a> <q>Actors.AIData</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#ActorsAIDataFO3">Fallout 3 &amp; Fallout&colon; New Vegas</a> <q>Actors.AIData</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#ActorsAIDataSkyrim">Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special Edition</a> <q>Actors.AIData</q> section for more information.
                    </li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Actors.AIPackages</td>
            <td>Modifies AI packages lists of actors.</td>
            <td>Addition or removal of an (PKID) AI Package in the AI Packages subrecord in the following record types:
                <ul>
                    <li>(CREA) Creature &mdash;
                        <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only</strong>
                    </li>
                    <li>(NPC_) Non-Player Character</li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Actors.AIPackagesForceAdd</td>
            <td>Adds to actor package lists. This tag forces the addition of packages even if they are removed by later-loading plugins tagged with Actors.AIPackages.</td>
            <td>Addition of an (PKID) AI Package in the AI Packages subrecord in the following record types:
                <ul>
                    <li>(CREA) Creature &mdash;
                        <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only</strong>
                    </li>
                    <li>(NPC_) Non-Player Character</li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Actors.Anims</td>
            <td>Modifies actor special animations lists.</td>
            <td>Modification of the (KFFZ) Animations subrecord in the following record types:
                <ul>
                    <li>(CREA) Creature</li>
                    <li>(NPC_) Non-Player Character</li>
                </ul>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>Actors.CombatStyle</td>
            <td>Modifies the assigned combat styles of actors.</td>
            <td>Modification of the (ZNAM) Combat Style subrecord in the following record types:
                <ul>
                    <li>(CREA) Creature &mdash;
                        <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
                    </li>
                    <li>(NPC_) Non-Player Character</li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Actors.DeathItem</td>
            <td>Modifies actor death items.</td>
            <td>Modification of the (INAM) Death Item subrecord in the following record types:
                <ul>
                    <li>(CREA) Creature &mdash;
                        <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only</strong>
                    </li>
                    <li>(NPC_) Non-Player Character</li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Actors.Perks.Add</td>
            <td>Adds new perks to actors.</td>
            <td>Addition of new (PRKR) Perk objects to the perk list of (NPC_)
                Non-Player Characters.
                <br>
                <br>
                <strong>Skyrim, Enderal&colon; Forgotten Stories &amp;
                    Skyrim&colon; Special Edition only.</strong>
            </td>
        </tr>
        <tr>
            <td>Actors.Perks.Change</td>
            <td>Changes the rank of actor perks.</td>
            <td>Change of ranks in (PRKR) Perk objects in the perk list of
                (NPC_) Non-Player Characters.
                <br>
                <br>
                <strong>Skyrim, Enderal&colon; Forgotten Stories &amp;
                    Skyrim&colon; Special Edition only.</strong>
            </td>
        </tr>
        <tr>
            <td>Actors.Perks.Remove</td>
            <td>Removes perks from actors.</td>
            <td>Removal of (PRKR) Perk objects from the perk list of (NPC_)
                Non-Player Characters.
                <br>
                <br>
                <strong>Skyrim, Enderal&colon; Forgotten Stories &amp;
                    Skyrim&colon; Special Edition only.</strong>
            </td>
        </tr>
        <tr>
            <td>Actors.RecordFlags</td>
            <td>Modifies actor record flags.</td>
            <td>Modification of record flags in the following record types:
                <ul>
                    <li>(CREA) Creature &mdash;
                        <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only</strong>
                    </li>
                    <li>(NPC_) Non-Player Character</li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Actors.Skeleton</td>
            <td>Modifies actor skeletons.</td>
            <td>The following (NPC_) Non-Player Character or (CREA) Creature subrecords:
                <ul>
                    <li>(MODL) Model Filename.</li>
                    <li>(MODB) Bound Radius.</li>
                    <li>(MODT) Texture File Hashes.</li>
                </ul>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>Actors.Spells</td>
            <td>Modifies the Spells (also called Actor Effects) list of actors.</td>
            <td>Addition, modification or removal of spells to the (SPLO) Spells subrecord in the following record types:
                <ul>
                    <li>(CREA) Creature &mdash;
                        <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only</strong>
                    </li>
                    <li>(NPC_) Non-Player Character</li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Actors.SpellsForceAdd</td>
            <td>Modifies the Spells (also called Actor Effects) list of actors. This tag forces the addition of spells even if they are removed by other plugins tagged with Actors.Spells.</td>
            <td>Addition of (SPLO) spells to the Spells subrecord in the following record types:
                <ul>
                    <li>(CREA) Creature &mdash;
                        <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only</strong>
                    </li>
                    <li>(NPC_) Non-Player Character</li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Actors.Stats</td>
            <td>Modifies actor stats (e.g. health, skills, stamina, etc.).</td>
            <td>See the game-specific sections below for record types:
                <ul>
                    <li>
                        See the <a href="#ActorsStatsOblivion">Oblivion &amp; Nehrim&colon; At Fate's Edge</a> <q>Actors.Stats</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#ActorsStatsFO3">Fallout 3 &amp; Fallout&colon; New Vegas</a> <q>Actors.Stats</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#ActorsStatsSkyrim">Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special Edition</a> <q>Actors.Stats</q> section for more information.
                    </li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Actors.Voice</td>
            <td>Changes the voices of actors.</td>
            <td>The (VTCK) Voice subrecord in the following record types:
                <ul>
                    <li>(CREA) Creature &mdash;
                        <strong>Fallout 3 &amp; Fallout&colon; New Vegas
                            only</strong>
                    </li>
                    <li>(NPC_) Non-Player Character</li>
                </ul>
                <strong>Not available for Oblivion, Nehrim&colon; At Fate's
                    Edge &amp; Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>C.Acoustic</td>
            <td>Modifies cell Acoustic Space.</td>
            <td>The Acoustic Space (XCAS) subrecord in Cell (CELL) records.
                <br>
                <br>
                <strong>Not available for Oblivion, Nehrim&colon; At Fate's Edge &amp; Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>C.Climate</td>
            <td>Modifies cell climates.</td>
            <td>The following subrecords:
                <br>
                <br>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
                <ul>
                    <li>(XCCM) Climate</li>
                    <li>(DATA - Flags) Behave Like Exterior</li>
                </ul>
                <strong>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special Edition only.</strong>
                <ul>
                    <li>(XCCM) Sky/Weather from Region</li>
                    <li>(DATA - Flags) Show Sky</li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>C.Encounter</td>
            <td>Modifies cell Encounter Zone.</td>
            <td>The Encounter Zone (XEZN) subrecord in Cell (CELL) records.
                <br>
                <br>
                <strong>Not available for Oblivion, Nehrim&colon; At Fate's Edge &amp; Fallout 4.</strong>
            </td>
        </tr>
        <tr>
          <td>C.ForceHideLand</td>
          <td>Modifies cell Force Hide Land flags.</td>
          <td>The Force Hide Land flags field in the Grid (XCLC) subrecord in Cell (CELL) records.
            <br>
            <br>
            <strong>Not available for Oblivion, Nehrim&colon; At Fate's Edge &amp; Fallout 4.</strong>
          </td>
        </tr>
        <tr>
            <td>C.ImageSpace</td>
            <td>Modifies cell ImageSpace.</td>
            <td>The Image Space (XCIM) subrecord in Cell (CELL) records.
                <br>
                <br>
                <strong>Not available for Oblivion, Nehrim&colon; At Fate's Edge &amp; Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>C.Light</td>
            <td>Modifies cell lighting or fog.</td>
            <td>The following subrecords:
                <ul>
                    <strong>All but Fallout 4:</strong>
                    <br>
                    <br>
                    <li>(XCLL) Lighting
                        <ul>
                            <li>Ambient Color</li>
                            <li>Directional Color</li>
                            <li>Fog Color</li>
                            <li>Fog Near</li>
                            <li>Fog Far</li>
                            <li>Fog Clip Dist</li>
                            <li>Fog Power &mdash;
                                <strong>Not available for Oblivion &amp; Nehrim&colon; At Fate's Edge.</strong>
                            </li>
                            <li>Directional Rotation XY</li>
                            <li>Directional Rotation Z</li>
                            <li>Directional Fade</li>
                        </ul>
                    </li>
                    <li>(LTMP) Light Template &mdash;
                        <strong>Not available for Oblivion &amp; Nehrim&colon; At Fate's Edge</strong>
                    </li>
                    <br>
                    <strong>Fallout 3 &amp; Fallout&colon; New Vegas only:</strong>
                    <br>
                    <br>
                    <li>(LNAM) Light Template Inherits</li>
                    <br>
                    <strong>Skyrim, Enderal&colon; Forgotten Stories and Skyrim&colon; Special Edition only:</strong>
                    <br>
                    <br>
                    <li>(XCLL) Lighting
                        <ul>
                            <li>Ambient Colors</li>
                            <li>Ambient Colors Directional</li>
                            <li>Ambient Colors Specular</li>
                            <li>Ambient Colors Scale</li>
                            <li>Fog Color Far</li>
                            <li>Fog Max</li>
                            <li>Light Fade Begin</li>
                            <li>Light Fade End</li>
                            <li>Inherits</li>
                        </ul>
                    </li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
          <td>C.LockList</td>
          <td>Modifies cell lock list.</td>
          <td>The lock list (XILL) subrecord in (CELL) Cell records.
            <br>
            <br>
            <strong>Available for Skyrim, Enderal&colon; Forgotten Stories and Skyrim&colon; Special Edition only.</strong>
          </td>
        </tr>
        <tr>
            <td>C.Location</td>
            <td>Modifies cell Location.</td>
            <td>The Location (XLCN) subrecord in (CELL) Cell records.
                <br>
                <br>
                <strong>Available for Skyrim, Enderal&colon; Forgotten Stories and Skyrim&colon; Special Edition only.</strong>
            </td>
        </tr>
        <tr>
            <td>C.MiscFlags</td>
            <td>Modifies miscellaneous (CELL) Cell flags.</td>
            <td>All (DATA) Flags not covered by other bash tags:
                <ul>
                    <li>Is Interior Cell</li>
                    <li>Can't Travel From Here / Invert Fast Travel Behavior</li>
                    <li>No LOD Water &mdash;
                        <strong>All but Oblivion, Nehrim&colon; At Fate's Edge &amp; Fallout 4.</strong>
                    </li>
                    <li>Force Hide Land / Oblivion Interior &mdash;
                        <strong>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</strong>
                    </li>
                    <li>Hand Changed</li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>C.Music</td>
            <td>Modifies cell music type.</td>
            <td>The following subrecords:
                <ul>
                    <li>(XCMT) Music &mdash;
                        <strong>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</strong>
                    </li>
                    <li>(XCMO) Music &mdash;
                        <strong>All but Oblivion, Nehrim&colon; At Fate's Edge &amp; Fallout 4.</strong>
                    </li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>C.Name</td>
            <td>Modifies cell names.</td>
            <td>
                The (FULL) Name subrecord in (CELL) Cell records.
                <br>
                <br>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>C.Owner</td>
            <td>Modifies Cell Ownership.</td>
            <td>The following (CELL) Cell subrecords:
                <ul>
                    <li>Ownership
                        <ul>
                            <li>(XOWN) Owner</li>
                            <li>(XRNK) Rank</li>
                            <li>(XGLB) Global variable &mdash;
                                <strong>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</strong>
                            </li>
                        </ul>
                    </li>
                    <li>(DATA - Flags) Public Place</li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>C.RecordFlags</td>
            <td>Modifies record flags in (CELL) Cell records.</td>
            <td>Any Cell (CELL) record flags.
                <br>
                <br>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>C.Regions</td>
            <td>Modifies the Cells Region subrecord.</td>
            <td>Any (XCLR) subrecord of the Cell (CELL) record.
                <br>
                <br>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>C.SkyLighting</td>
            <td>Modifies Use Sky Lighting (CELL) Cell flag.</td>
            <td>(DATA - Flags) Use Sky Lighting
                <br>
                <br>
                <strong>Available for Skyrim, Enderal&colon; Forgotten Stories and Skyrim&colon; Special Edition only.</strong>
            </td>
        </tr>
        <tr>
            <td>C.Water</td>
            <td>Modifies cell water type or level.</td>
            <td>The following (CELL) Cell subrecords:
                <ul>
                    <li>(XCWT) Water</li>
                    <li>(XCLW) Water Height</li>
                    <li>(DATA - flags) Has Water</li>
                    <li>(XNAM) Water Noise Texture &mdash;
                        <strong>Not available for Oblivion &amp; Nehrim&colon; At Fate's Edge.</strong>
                    </li>
                    <li>(XWEN) Water Environment Map &mdash;
                        <strong>Skyrim, Enderal&colon; Forgotten Stories and Skyrim&colon; Special Edition only.</strong>
                    </li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Creatures.Blood</td>
            <td>Modifies the creature blood subrecords.</td>
            <td>The following (CREA) Creature subrecord(s):
                <ul>
                    <li>(NAM0) Blood Spray &mdash;
                        <strong>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</strong>
                    </li>
                    <li>(NAM1) Blood Decal &mdash;
                        <strong>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</strong>
                    </li>
                    <li>(CNAM) Impact Dataset &mdash;
                        <strong>Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
                    </li>
                </ul>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>Creatures.Type</td>
            <td>Modifies the type of creatures.</td>
            <td>The following (CREA) Creature subrecords:
                <ul>
                    <li>(DATA) Stats:
                        <ul>
                            <li>Type:
                                <ul>
                                    <strong>Oblivion &amp; Nehrim&colon; At Fate's Edge only:</strong>
                                    <br>
                                    <br>
                                    <li>Creature</li>
                                    <li>Daedra</li>
                                    <li>Undead</li>
                                    <li>Humanoid</li>
                                    <li>Horse</li>
                                    <li>Giant</li>
                                    <br>
                                    <strong>Fallout 3 &amp; Fallout&colon; New Vegas only:</strong>
                                    <br>
                                    <br>
                                    <li>Animal</li>
                                    <li>Mutated Animal</li>
                                    <li>Mutated Insect</li>
                                    <li>Abomination</li>
                                    <li>Super Mutant</li>
                                    <li>Feral Ghoul</li>
                                    <li>Robot</li>
                                    <li>Giant</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                </ul>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>Deflst</td>
            <td>Removes entries from the FormID List (FLST) record.</td>
            <td>Removal of FormID from (FLST) FormID List record:
                <ul>
                    <li>FormIDs
                        <ul>
                            <li>(LNAM) FormID</li>
                        </ul>
                    </li>
                </ul>
                <strong>Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>Delev</td>
            <td>Deletes entries from Leveled Lists.</td>
            <td>Removal of a (LVLO) Level List Entry from the following record types:
                <ul>
                    <li>(LVLC) Leveled Creature &mdash;
                        <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
                    </li>
                    <li>(LVLI) Leveled Item</li>
                    <li>(LVLN) Leveled NPC &mdash;
                        <strong>Not available for Oblivion &amp; Nehrim&colon; At Fate's Edge.</strong>
                    </li>
                    <li>(LVSP) Leveled SPELL &mdash;
                        <strong>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special Edition only.</strong>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td>Destructible</td>
            <td>Modifies destructible records.</td>
            <td>See the game-specific sections below for record types:
                <ul>
                    <li>
                        See the <a href="#DestructibleFO3">Fallout 3 &amp; Fallout&colon; New Vegas</a> <q>Destructible</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#DestructibleSkyrim">Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special Edition</a> <q>Destructible</q> section for more information.
                    </li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>EffectStats</td>
            <td>Modifies (MGEF) Magic Effect / Base Effect stats.</td>
            <td>The following fields of the (DATA) Data subrecord in (MGEF)
                Magic Effect / Base Effect records:
                <ul>
                    <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only:</strong>
                    <br>
                    <br>
                    <li>Flags</li>
                    <li>Base Cost</li>
                    <li>Associated Item</li>
                    <li>Magic School</li>
                    <li>Resist Value</li>
                    <li>Projectile Speed</li>
                    <li>Constant Effect Enchantment Factor</li>
                    <li>Constant Effect Barter Factor</li>
                    <li>Archetype &mdash;
                        <strong>Fallout 3 &amp; Fallout&colon; New Vegas only.</strong></li>
                    <li>Actor Value &mdash;
                        <strong>Fallout 3 &amp; Fallout&colon; New Vegas only.</strong></li>
                    <br>
                    <strong>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special Edition only:</strong>
                    <br>
                    <br>
                    <li>Flags</li>
                    <li>Base Cost</li>
                    <li>Associated Item</li>
                    <li>Magic Skill</li>
                    <li>Resist Value</li>
                    <li>Taper Weight</li>
                    <li>Minimum Skill Level</li>
                    <li>Spellmaking
                        <ul>
                            <li>Area</li>
                            <li>Casting Time</li>
                        </ul>
                    </li>
                    <li>Taper Curve</li>
                    <li>Taper Duration</li>
                    <li>Second AV Weight</li>
                    <li>Archetype</li>
                    <li>Actor Value</li>
                    <li>Casting Type</li>
                    <li>Delivery</li>
                    <li>Second Actor Value</li>
                    <li>Skill Usage Multiplier</li>
                    <li>Equip Ability</li>
                    <li>Perk to Apply</li>
                    <li>Script Effect AI
                        <ul>
                            <li>Score</li>
                            <li>Delay Time</li>
                        </ul>
                    </li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>EnchantmentStats</td>
            <td>Modifies (ENCH) Enchantment / Object Effect stats.</td>
            <td>The following fields of the (ENIT) Effect Data subrecord in
                (ENCH) Enchantment / Object Effect records:
                <ul>
                    <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only:</strong>
                    <br>
                    <br>
                    <li>Type</li>
                    <li>Charge Amount</li>
                    <li>Enchant Cost</li>
                    <li>Flags</li>
                    <br>
                    <strong>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special Edition only:</strong>
                    <br>
                    <br>
                    <li>Enchantment Cost</li>
                    <li>Flags</li>
                    <li>Cast Type</li>
                    <li>Enchantment Amount</li>
                    <li>Target Type</li>
                    <li>Enchant Type</li>
                    <li>Charge Time</li>
                    <li>Base Enchantment</li>
                    <li>Worn Restrictions</li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Factions</td>
            <td>Changes Creature (<strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only</strong>) or Non-Player Character factions.</td>
            <td>Addition or removal of a faction, or change of faction rank in (NPC_) Non-Player Character or (CREA) Creature (<strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only</strong>) records.
                <ul>
                    <li>Factions
                        <ul>
                            <li>(SNAM) Faction</li>
                            <li>(SNAM) Faction - Rank</li>
                        </ul>
                    </li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Graphics</td>
            <td>Is a graphics replacer.</td>
            <td>See the game-specific sections below for record types:
                <ul>
                    <li>
                        See the <a href="#GraphicsOblivion">Oblivion &amp; Nehrim&colon; At Fate's Edge</a> <q>Graphics</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#GraphicsFO3">Fallout 3 &amp; Fallout&colon; New Vegas</a> <q>Graphics</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#GraphicsSkyrim">Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special Edition</a> <q>Graphics</q> section for more information.
                    </li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Invent.Add</td>
            <td>Adds items to inventories.</td>
            <td>Addition of items in the following records:
                <ul>
                    <li>(CONT) Container</li>
                    <li>(CREA) Creature &mdash;
                        <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
                    </li>
                    <li>(NPC_) Non-Player Character</li>
                </ul>
                <em>Note that changing an item's FormID is indistinguishable
                    from removing it and adding a new one with a different
                    FormID, so in that case you will need to tag with both
                    <code>Invent.Add</code> and
                    <code>Invent.Remove</code>.</em>
                <br>
                <br>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Invent.Change</td>
            <td>Changes other properties (like count and owner) of items in
                inventories.</td>
            <td>Change of item properties in the following records:
                <ul>
                    <li>(CONT) Container</li>
                    <li>(CREA) Creature &mdash;
                        <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
                    </li>
                    <li>(NPC_) Non-Player Character</li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Invent.Remove</td>
            <td>Removes items from inventories.</td>
            <td>Removal of items in the following records:
                <ul>
                    <li>(CONT) Container</li>
                    <li>(CREA) Creature &mdash;
                        <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
                    </li>
                    <li>(NPC_) Non-Player Character</li>
                </ul>
                <em>Note that changing an item's FormID is indistinguishable
                    from removing it and adding a new one with a different
                    FormID, so in that case you will need to tag with both
                    <code>Invent.Add</code> and
                    <code>Invent.Remove</code>.</em>
                <br>
                <br>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Keywords</td>
            <td>Modifies the lists of keywords attached to things.</td>
            <td>
                Addition or removal of keywords (KWDA / KSIZ subrecord combo) for the following record types:
                <ul>
                    <li>(ACTI) Activator</li>
                    <li>(ALCH) Ingestible</li>
                    <li>(AMMO) Ammunition</li>
                    <li>(ARMO) Armor</li>
                    <li>(BOOK) Book</li>
                    <li>(FLOR) Flora</li>
                    <li>(FURN) Furniture</li>
                    <li>(INGR) Ingredient</li>
                    <li>(KEYM) Key</li>
                    <li>(LCTN) Location</li>
                    <li>(MGEF) Magic Effect</li>
                    <li>(MISC) Misc. Item</li>
                    <li>(NPC_) Non Player Character</li>
                    <li>(RACE) Race</li>
                    <li>(SCRL) Scroll</li>
                    <li>(SLGM) Soul Gem</li>
                    <li>(SPEL) Spell</li>
                    <li>(TACT) Talking Activator</li>
                    <li>(WEAP) Weapon</li>
                </ul>
                <strong>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special Edition only.</strong>
            </td>
        </tr>
        <tr>
            <td>Names</td>
            <td>Changes the names of things.</td>
            <td>See the game-specific sections below for record types:
                <ul>
                    <li>
                        See the <a href="#NamesOblivion">Oblivion &amp; Nehrim&colon; At Fate's Edge</a> <q>Names</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#NamesFO3">Fallout 3 &amp; Fallout&colon; New Vegas</a> <q>Names</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#NamesSkyrim">Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special Edition</a> <q>Names</q> section for more information.
                    </li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>NPC.AIPackageOverrides</td>
            <td>Changes the package override lists of NPCs.</td>
            <td>The following (NPC_) Non-Player Character subrecords:
                <ul>
                    <li>(SPOR) Spectator Override Package List</li>
                    <li>(OCOR) Observe Dead Body Override Package List</li>
                    <li>(GWOR) Guard Warn Override Package List</li>
                    <li>(ECOR) Combat Override Package List</li>
                </ul>
                <strong>Skyrim, Enderal&colon; Forgotten Stories &amp;
                    Skyrim&colon; Special Edition only.</strong>
            </td>
        </tr>
        <tr>
            <td>NPC.AttackRace</td>
            <td>Changes the attack race of NPCs.</td>
            <td>The (ATKR) Attack Race subrecord of (NPC_) Non-Player Character
                records.
                <br>
                <br>
                <strong>Skyrim, Enderal&colon; Forgotten Stories &amp;
                    Skyrim&colon; Special Edition only.</strong>
            </td>
        </tr>
        <tr>
            <td>NPC.Class</td>
            <td>Changes the classes of NPCs.</td>
            <td>The (CNAM) Class subrecord of (NPC_) Non-Player Character
                records.
                <br>
                <br>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>NPC.CrimeFaction</td>
            <td>Changes the crime factions of NPCs.</td>
            <td>The (CRIF) Crime Faction subrecord of (NPC_) Non-Player
                Character records.
                <br>
                <br>
                <strong>Skyrim, Enderal&colon; Forgotten Stories &amp;
                    Skyrim&colon; Special Edition only.</strong>
            </td>
        </tr>
        <tr>
            <td>NPC.DefaultOutfit</td>
            <td>Changes the default outfits of NPCs.</td>
            <td>The (DOFT) Default Outfit subrecord of (NPC_) Non-Player
                Character records.
                <br>
                <br>
                <strong>Skyrim, Enderal&colon; Forgotten Stories &amp;
                    Skyrim&colon; Special Edition only.</strong>
            </td>
        </tr>
        <tr>
            <td>NPC.Eyes</td>
            <td>Modifies Non-Player Character eyes.</td>
            <td>The (ENAM) Eyes subrecord of (NPC_) Non-Player Character
                records.
                <br>
                <br>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp;
                    Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>NPC.FaceGen</td>
            <td>Modifies Non-Player Character faces.</td>
            <td>The following (NPC_) Non-Player Character subrecords:
                <ul>
                    <li>(FGGS) FaceGen Geometry-Symmetric</li>
                    <li>(FGGA) FaceGen Geometry-Asymmetric</li>
                    <li>(FGTS) FaceGen Texture-Symmetry </li>
                </ul>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp;
                    Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>NPC.Hair</td>
            <td>Modifies Non-Player Character hair.</td>
            <td>The (HNAM) Hair subrecord of (NPC_) Non-Player Character
                records.
                <br>
                <br>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp;
                    Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>NPC.Race</td>
            <td>Changes the races of NPCs.</td>
            <td>The (RNAM) Race subrecord of (NPC_) Non-Player Character
                records.
                <br>
                <br>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>NpcFacesForceFullImport</td>
            <td>Modifies Non-Player Character faces, and you wish to import the
                unmodified subrecords as well as the modified subrecords.</td>
            <td>The following (NPC_) Non-Player Character subrecords:
                <ul>
                    <li>FaceGen Data
                        <ul>
                            <li>(FGGS) FaceGen Geometry-Symmetric</li>
                            <li>(FGGA) FaceGen Geometry-Asymmetric</li>
                            <li>(FGTS) FaceGen Texture-Symmetry </li>
                        </ul>
                    </li>
                    <li>(ENAM) Eyes</li>
                    <li>(HNAM) Hair</li>
                    <li>(LNAM) Hair Length</li>
                    <li>(HCLR) Hair Color</li>
                </ul>
                Note: If you have applied this tag, there is no more need to
                apply NPC.Eyes, NPC.FaceGen or NPC.Hair as well. This tag
                already does everything those tags do.
                <br>
                <br>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>ObjectBounds</td>
            <td>Changes the object bounds of things.</td>
            <td>See the game-specific sections below for record types:
                <ul>
                    <li>
                        See the <a href="#ObjectBoundsFO3">Fallout 3 &amp; Fallout&colon; New Vegas</a> <q>ObjectBounds</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#ObjectBoundsSkyrim">Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special Edition</a> <q>ObjectBounds</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#ObjectBoundsFO4">Fallout 4</a> <q>ObjectBounds</q> section for more information.
                    </li>
                </ul>
                <strong>Not available for Oblivion &amp; Nehrim&colon; At Fate's Edge.</strong>
            </td>
        </tr>
        <tr>
            <td>Outfits.Add</td>
            <td>Adds items to outfits.</td>
            <td>Additions of items in (OTFT) Outfit records.
                <br>
                <br>
                <strong>Skyrim, Enderal&colon; Forgotten Stories &amp;
                        Skyrim&colon; Special Edition only.</strong>
            </td>
        </tr>
        <tr>
            <td>Outfits.Remove</td>
            <td>Removes items from outfits.</td>
            <td>Removal of items in (OTFT) Outfit records.
                <br>
                <br>
                <strong>Skyrim, Enderal&colon; Forgotten Stories &amp;
                        Skyrim&colon; Special Edition only.</strong>
            </td>
        </tr>
        <tr>
            <td>R.AddSpells</td>
            <td>Adds spells to racial spell list(s). Either R.ChangeSpells or
                R.AddSpells should be used for a plugin, not both.</td>
            <td>Additions to the spell list of (RACE) Race records.
                <br>
                <br>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                    Enderal&colon; Forgotten Stories &amp;
                    Skyrim&colon; Special Edition only.</strong>
            </td>
        </tr>
        <tr>
            <td>R.Body-F</td>
            <td>Modifies female body mesh/texture definitions in (RACE) Race
                record.</td>
            <td>Changes to the following subrecords:
                <ul>
                    <li>Female Body Data
                        <ul>
                            <li>Model</li>
                            <li>Parts</li>
                        </ul>
                    </li>
                </ul>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>R.Body-M</td>
            <td>Modifies male body mesh/texture definitions in (RACE) Race
                record.</td>
            <td>Changes to the following subrecords:
                <ul>
                    <li>Male Body Data
                        <ul>
                            <li>Model</li>
                            <li>Parts</li>
                        </ul>
                    </li>
                </ul>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>R.Body-Size-F</td>
            <td>Modifies female body weight/height definitions in (RACE) Race
                record.</td>
            <td>Changes to the following subrecords:
                <ul>
                    <li>(DATA) Female Height</li>
                    <li>(DATA) Female Weight</li>
                </ul>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>R.Body-Size-M</td>
            <td>Modifies male body weight/height definitions in (RACE) Race
                record.</td>
            <td>Changes to the following subrecords:
                <ul>
                    <li>(DATA) Male Height</li>
                    <li>(DATA) Male Weight</li>
                </ul>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>R.ChangeSpells</td>
            <td>Modifies racial spell list(s) (beyond adding spells). Either
                R.ChangeSpells or R.AddSpells should be used for a plugin, not
                both.</td>
            <td>Additions or removals to the (SPLO) spell list of (RACE) Race
                records.
                <br>
                <br>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                    Enderal&colon; Forgotten Stories &amp;
                    Skyrim&colon; Special Edition only.</strong>
            </td>
        </tr>
        <tr>
            <td>R.Description</td>
            <td>Modifies race descriptions.</td>
            <td>The (DESC) description subrecord of (RACE) Race records.
                <br>
                <br>
                <strong>All but Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>R.Ears</td>
            <td>Modifies race ears.</td>
            <td>The following (RACE) Race subrecords:
                <ul>
                    <li>Face Data Part: Ear (Male)
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                    <li>Face Data Part: Ear (Female)
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                </ul>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>R.Eyes</td>
            <td>Adds eyes to races.</td>
            <td>See the game-specific sections below for record types:
                <ul>
                    <li>
                        See the <a href="#REyesOblivion">Oblivion &amp; Nehrim&colon; At Fate's Edge</a> <q>R.Eyes</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#REyesFO3">Fallout 3 &amp; Fallout&colon; New Vegas</a> <q>R.Eyes</q> section for more information.
                    </li>
                </ul>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>R.Hair</td>
            <td>Adds hairs to races.</td>
            <td>The (HNAM) Hairs subrecord of (RACE) Race records.
                <br>
                <br>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>R.Head</td>
            <td>Modifies race heads.</td>
            <td>See the game-specific sections below for record types:
                <ul>
                    <li>
                        See the <a href="#RHeadOblivion">Oblivion &amp; Nehrim&colon; At Fate's Edge</a> <q>R.Head</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#RHeadFO3">Fallout 3 &amp; Fallout&colon; New Vegas</a> <q>R.Head</q> section for more information.
                    </li>
                </ul>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>R.Mouth</td>
            <td>Modifies race mouths.</td>
            <td>See the game-specific sections below for record types:
                <ul>
                    <li>
                        See the <a href="#RMouthOblivion">Oblivion &amp; Nehrim&colon; At Fate's Edge</a> <q>R.Mouth</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#RMouthFO3">Fallout 3 &amp; Fallout&colon; New Vegas</a> <q>R.Mouth</q> section for more information.
                    </li>
                </ul>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>R.Relations.Add</td>
            <td>Adds race-faction relationships.</td>
            <td>The (XNAM) faction list of (RACE) Race records.
            <br>
            <br>
            <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>R.Relations.Change</td>
            <td>Changes race-faction relationships.</td>
            <td>The (XNAM) faction list of (RACE) Race records.
            <br>
            <br>
            <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>R.Relations.Remove</td>
            <td>Removes race-faction relationships.</td>
            <td>The (XNAM) faction list of (RACE) Race records.
            <br>
            <br>
            <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>R.Skills</td>
            <td>Modifies race skill bonuses.</td>
            <td>The (DATA) skills and skill boosts of (RACE) Race records.
                <br>
                <br>
                <strong>All but Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>R.Teeth</td>
            <td>Modifies race upper or lower teeth.</td>
            <td>See the game-specific sections below for record types:
                <ul>
                    <li>
                        See the <a href="#RTeethOblivion">Oblivion &amp; Nehrim&colon; At Fate's Edge</a> <q>R.Teeth</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#RTeethFO3">Fallout 3 &amp; Fallout&colon; New Vegas</a> <q>R.Teeth</q> section for more information.
                    </li>
                </ul>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>R.Voice-F</td>
            <td>Modifies female voice definitions.</td>
            <td>The (VNAM / VTCK) female voice of (RACE) Race records.
            <br>
            <br>
            <strong>All but Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>R.Voice-M</td>
            <td>Modifies male voice definitions.</td>
            <td>The (VNAM / VTCK) male voice of (RACE) Race records.
            <br>
            <br>
            <strong>All but Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Relations.Add</td>
            <td>Adds faction relationships.</td>
            <td>Additions of (XNAM) Relation subrecords in (FACT) Faction
                records.
                <br>
                <br>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Relations.Change</td>
            <td>Changes faction relationships.</td>
            <td>Changes to the following fields in (XNAM) Relation subrecords
                in (FACT) Faction records:
                <ul>
                    <li>Modifier</li>
                    <li>Group Combat Reaction &mdash;
                        <strong>Not available for Oblivion.</strong></li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Relations.Remove</td>
            <td>Removes faction relationships.</td>
            <td>Removal of (XNAM) Relation subrecords from (FACT) Faction
                records.
                <br>
                <br>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Relev</td>
            <td>Re-levels leveled list entries.</td>
            <td>Changes to the Level or Count of a (LVLO) leveled list entry in:
                <ul>
                    <li>(LVLC) Leveled Creature &mdash;
                        <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
                    </li>
                    <li>(LVLI) Leveled Item</li>
                    <li>(LVLN) Leveled NPC &mdash;
                        <strong>Not available for Oblivion &amp; Nehrim&colon; At Fate's Edge.</strong>
                    </li>
                    <li>(LVSP) Leveled SPELL &mdash;
                        <strong>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special Edition only.</strong>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td>Scripts</td>
            <td>Modifies scripts attached to various things.</td>
            <td>See the game-specific sections below for record types:
                <ul>
                    <li>
                        See the <a href="#ScriptsOblivion">Oblivion &amp; Nehrim&colon; At Fate's Edge</a> <q>Scripts</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#ScriptsFO3">Fallout 3 &amp; Fallout&colon; New Vegas</a> <q>Scripts</q> section for more information.
                    </li>
                </ul>
                <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only.</strong>
            </td>
        </tr>
        <tr>
            <td>Sound</td>
            <td>Replaces sounds.</td>
            <td>See the game-specific sections below for record types:
                <ul>
                    <li>
                        See the <a href="#SoundOblivion">Oblivion &amp; Nehrim&colon; At Fate's Edge</a> <q>Sound</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#SoundFO3">Fallout 3 &amp; Fallout&colon; New Vegas</a> <q>Sound</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#SoundSkyrim">Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special Edition</a> <q>Sound</q> section for more information.
                    </li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>SpellStats</td>
            <td>Modifies spell stats.</td>
            <td>The following (SPEL) Spell and (SCRL) Scroll (<strong>Skyrim, Enderal&colon; Forgotten Stories and Skyrim&colon; Special Edition only</strong>) subrecords:
                <ul>
                    <strong>All but Fallout 4:</strong>
                    <br>
                    <br>
                    <li>(EDID) Editor ID</li>
                    <li>(SPIT) Cost</li>
                    <li>(SPIT) Spell Type</li>
                    <li>(SPIT) Flags</li>
                    <br>
                    <strong>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas only:</strong>
                    <br>
                    <br>
                    <li>(SPIT) Level</li>
                    <br>
                    <strong>Skyrim, Enderal&colon; Forgotten Stories and Skyrim&colon; Special Edition only:</strong>
                    <br>
                    <br>
                    <li>(SPIT) Cast Duration</li>
                    <li>(SPIT) Cast Type</li>
                    <li>(SPIT) Charge Time</li>
                    <li>(SPIT) Half-Cost Perk</li>
                    <li>(SPIT) Range</li>
                    <li>(SPIT) Target Type</li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <!-- TODO(inf) Stats patches EDIDs. Need to edit all the game-specific ones to mention this. -->
            <td>Stats</td>
            <td>Modifies the stats (e.g. weight, value, etc.) of items and other objects.</td>
            <td>See the game-specific sections below for record types:
                <ul>
                    <li>
                        See the <a href="#StatsOblivion">Oblivion &amp; Nehrim&colon; At Fate's Edge</a> <q>Stats</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#StatsFO3">Fallout 3 &amp; Fallout&colon; New Vegas</a> <q>Stats</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#StatsSkyrim">Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special Edition</a> <q>Stats</q> section for more information.
                    </li>
                </ul>
                <strong>Not available for Fallout 4.</strong>
            </td>
        </tr>
        <tr>
            <td>Text</td>
            <td>Modifies long-form text (e.g. the text in a book, or descriptions of armor, spells, weapons, etc.) of things.</td>
            <td>See the game-specific sections below for record types:
                <ul>
                    <li>
                        See the <a href="#TextOblivion">Oblivion &amp; Nehrim&colon; At Fate's Edge</a> <q>Text</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#TextFO3">Fallout 3 &amp; Fallout&colon; New Vegas</a> <q>Text</q> section for more information.
                    </li>
                    <li>
                        See the <a href="#TextSkyrim">Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special Edition</a> <q>Text</q> section for more information.
                    </li>
                </ul>
                <strong>Not Available for Fallout 4.</strong>
            </td>
        </tr>
    </tbody>
</table>
<table>
    <thead>
        <tr>
            <th colspan="3">Bash Tags Available For Oblivion &amp; Nehrim&colon; At Fate's Edge</th>
        </tr>
        <tr>
            <th>Tag</th>
            <td>Used When The Mod</td>
            <th>Specific Record Types/Changes Supported</th>
        </tr>
    </thead>
    <tbody>
        <tr>
            <td id="ActorsACBSOblivion">Actors.ACBS</td>
            <td>Modifies the (ACBS) Configuration subrecord of:
                <ul>
                    <li>(NPC_) Non-Player Character</li>
                    <li>(CREA) Creature</li>
                </ul>
            </td>
            <td>Changes to the following subrecords in (ACBS) Configuration:
                <ul>
                    <li>Barter Gold</li>
                    <li>Base Spell Points</li>
                    <li>Calc Max</li>
                    <li>Calc Min</li>
                    <li>Fatigue</li>
                    <li>(CREA only) Flags:
                        <ul>
                            <li>Biped</li>
                            <li>Essential</li>
                            <li>Flies</li>
                            <li>No Blood Decal</li>
                            <li>No Blood Spray</li>
                            <li>No Combat in Water</li>
                            <li>No Corpse Check.</li>
                            <li>No Head</li>
                            <li>No Left Arm</li>
                            <li>No Low level Processing</li>
                            <li>No Right Arm</li>
                            <li>No Shadow</li>
                            <li>PC Level Offset</li>
                            <li>Respawn</li>
                            <li>Swims</li>
                            <li>Walks</li>
                            <li>Weapon &amp; Shield</li>
                        </ul>
                    </li>
                    <li>(NPC_ only) Flags:
                        <ul>
                            <li>Auto-Calc Stats</li>
                            <li>Can Corpse Check</li>
                            <li>Essential</li>
                            <li>Female</li>
                            <li>No Low Level Processing</li>
                            <li>No Persuasion</li>
                            <li>No Rumors</li>
                            <li>PC Level Offset</li>
                            <li>Respawn</li>
                            <li>Summonable</li>
                        </ul>
                    </li>
                    <li>Level (Offset)</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="ActorsAIDataOblivion">Actors.AIData</td>
            <td>Modifies the (AIDT) AI Data subrecord of:
                <ul>
                    <li>(NPC_) Non-Player Character</li>
                    <li>(CREA) Creature</li>
                </ul>
            </td>
            <td>The following subrecords:
                <ul>
                    <li>(AIDT) AI Data
                        <ul>
                            <li>Aggression</li>
                            <li>Buys/Sells and Services</li>
                            <li>Confidence</li>
                            <li>Energy Level</li>
                            <li>Maximum Training Level</li>
                            <li>Responsibility</li>
                            <li>Teaches</li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="ActorsStatsOblivion">Actors.Stats</td>
            <td>Modifies actor stats (e.g. attributes, health, skills, etc.).</td>
            <td>The following subrecords:
                <ul>
                    <li>(CREA) Creature:</li>
                        <ul>
                            <li>(DATA) Stats:
                                <ul>
                                    <li>Agility</li>
                                    <li>Attack</li>
                                    <li>Combat Skill</li>
                                    <li>Damage</li>
                                    <li>Endurance</li>
                                    <li>Health</li>
                                    <li>Intelligence</li>
                                    <li>Luck</li>
                                    <li>Magic Skill</li>
                                    <li>Personality</li>
                                    <li>Soul</li>
                                    <li>Speed</li>
                                    <li>Stealth Skill</li>
                                    <li>Strength</li>
                                    <li>Willpower</li>
                                </ul>
                            </li>
                        </ul>
                    <li>(DATA) NPC Stats:
                        <ul>
                            <li>Attributes:
                                <ul>
                                    <li>Agility</li>
                                    <li>Endurance</li>
                                    <li>Intelligence</li>
                                    <li>Luck</li>
                                    <li>Personality</li>
                                    <li>Speed</li>
                                    <li>Strength</li>
                                    <li>Willpower</li>
                                </ul>
                            </li>
                            <li>Health</li>
                            <li>Skills:
                                <ul>
                                    <li>Acrobatics</li>
                                    <li>Alchemy</li>
                                    <li>Alteration</li>
                                    <li>Armorer</li>
                                    <li>Athletics</li>
                                    <li>Blade</li>
                                    <li>Block</li>
                                    <li>Blunt</li>
                                    <li>Conjuration</li>
                                    <li>Destruction</li>
                                    <li>Hand to Hand</li>
                                    <li>Heavy Armor</li>
                                    <li>Illusion</li>
                                    <li>Light Armor</li>
                                    <li>Marksman</li>
                                    <li>Mercantile</li>
                                    <li>Mysticism</li>
                                    <li>Restoration</li>
                                    <li>Security</li>
                                    <li>Sneak</li>
                                    <li>Speechcraft</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="GraphicsOblivion">Graphics</td>
            <td>Is a graphics replacer.</td>
            <td>The following subrecords:
                <ul>
                    <li>(ACTI) Activator: Model</li>
                    <li>(ALCH) Potion: (ICON) Icon Filename, Model</li>
                    <li>(AMMO) Ammunition: (ICON) Icon Filename, Model</li>
                    <li>(APPA) Alchemical Apparatus: (ICON) Icon Filename, Model</li>
                    <li>(ARMO) Armor:
                        <ul>
                            <li>(BMDT) Biped Data</li>
                            <li>Male Biped Model</li>
                            <li>Male World Model</li>
                            <li>(ICON) Male Icon Filename</li>
                            <li>Female Biped Model</li>
                            <li>Female World Model</li>
                            <li>(ICO2) Female Icon Filename</li>
                        </ul>
                    </li>
                    <li>(BOOK) Book: (ICON) Icon Filename, Model</li>
                    <li>(BSGN) Birthsign: (ICON) Icon Filename</li>
                    <li>(CLAS) Class: (ICON) Icon Filename</li>
                    <li>(CLOT) Clothing:
                        <ul>
                            <li>(BMDT) Biped Data</li>
                            <li>Male Biped Model</li>
                            <li>Male World Model</li>
                            <li>(ICON) Male Icon Filename</li>
                            <li>Female Biped Model</li>
                            <li>Female World Model</li>
                            <li>(ICO2) Female Icon Filename</li>
                        </ul>
                    </li>
                    <li>(CONT) Container: Model</li>
                    <li>(CREA) Creature: Model, (NIFZ) Models</li>
                    <li>(DOOR) Door: Model</li>
                    <li>(EFSH) Effect Shader:
                        <ul>
                            <li>(ICON) Fill Texture</li>
                            <li>(ICO2) Particle Shader Texture</li>
                            <li>(DATA)
                                <ul>
                                    <li>Flags</li>
                                    <li>Membrane Shader</li>
                                    <li>Fill/Texture Effect</li>
                                    <li>Edge Effect</li>
                                    <li>Particle Shader</li>
                                    <li>Color Key</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(EYES) Eyes: (ICON) Icon Filename</li>
                    <li>(FLOR) Flora: Model</li>
                    <li>(FURN) Furniture: Model</li>
                    <li>(GRAS) Grass: Model</li>
                    <li>(HAIR) Hair: (ICON) Icon Filename, Model</li>
                    <li>(INGR) Ingredient: (ICON) Icon Filename, Model</li>
                    <li>(KEYM) Key: (ICON) Icon Filename, Model</li>
                    <li>(LIGH) Light: (ICON) Icon Filename, Model</li>
                    <li>(LSCR) Load Screen: (ICON) Icon Filename</li>
                    <li>(LTEX) Landscape Texture: (ICON) Icon Filename</li>
                    <li>(MGEF) Magic Effect:
                        <ul>
                            <li>(ICON) Icon Filename</li>
                            <li>Model</li>
                            <li>(DATA) Data
                                <ul>
                                    <li>Light</li>
                                    <li>Effect Shader</li>
                                    <li>Enchant Effect</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(MISC) Misc. Item: (ICON) Icon Filename, Model</li>
                    <li>(QUST) Quest: (ICON) Icon Filename</li>
                    <li>(REGN) Region: (ICON) Icon Filename</li>
                    <li>(SGST) Sigil Stone: (ICON) Icon Filename, Model</li>
                    <li>(SKIL) Skill: (ICON) Icon Filename</li>
                    <li>(SLGM) Soul Gem: (ICON) Icon Filename, Model</li>
                    <li>(STAT) Static: Model</li>
                    <li>(TREE) Tree: (ICON) Icon Filename, Model</li>
                    <li>(WEAP) Weapon: (ICON) Icon Filename, Model</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="NamesOblivion">Names</td>
            <td>Changes the names of things.</td>
            <td>The (FULL) Name subrecord in the following record types:
                <ul>
                    <li>(ALCH) Potion</li>
                    <li>(AMMO) Ammunition</li>
                    <li>(APPA) Alchemical Apparatus</li>
                    <li>(ARMO) Armor</li>
                    <li>(BOOK) Book</li>
                    <li>(BSGN) Birthsign</li>
                    <li>(CLAS) Class</li>
                    <li>(CLOT) Clothing</li>
                    <li>(CONT) Container</li>
                    <li>(CREA) Creature</li>
                    <li>(DOOR) Door</li>
                    <li>(ENCH) Enchantment</li>
                    <li>(EYES) Eyes</li>
                    <li>(FACT) Faction</li>
                    <li>(FLOR) Flora</li>
                    <li>(HAIR) Hair</li>
                    <li>(INGR) Ingredient</li>
                    <li>(KEYM) Key</li>
                    <li>(LIGH) Light</li>
                    <li>(MGEF) Magic Effect</li>
                    <li>(MISC) Misc. Item</li>
                    <li>(NPC_) Non-Player Character</li>
                    <li>(RACE) Race</li>
                    <li>(SGST) Sigil Stone</li>
                    <li>(SLGM) Soul Gem</li>
                    <li>(SPEL) Spell</li>
                    <li>(WEAP) Weapon</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td>Roads</td>
            <td>Modifies road records.</td>
            <td>The (ROAD) Road subrecord of (WRLD) Worldspace records.</td>
        </tr>
        <tr>
            <td>R.Attributes-F</td>
            <td>Modifies racial attributes for females.</td>
            <td>The following (RACE) Race subrecords:
                <ul>
                    <li>(ATTR) Female Strength</li>
                    <li>(ATTR) Female Intelligence</li>
                    <li>(ATTR) Female Willpower</li>
                    <li>(ATTR) Female Agility</li>
                    <li>(ATTR) Female Speed</li>
                    <li>(ATTR) Female Endurance</li>
                    <li>(ATTR) Female Personality</li>
                    <li>(ATTR) Female Luck</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td>R.Attributes-M</td>
            <td>Modifies racial attributes for males.</td>
            <td>The following (RACE) Race subrecords:
                <ul>
                    <li>(ATTR) Male Strength</li>
                    <li>(ATTR) Male Intelligence</li>
                    <li>(ATTR) Male Willpower</li>
                    <li>(ATTR) Male Agility</li>
                    <li>(ATTR) Male Speed</li>
                    <li>(ATTR) Male Endurance</li>
                    <li>(ATTR) Male Personality</li>
                    <li>(ATTR) Male Luck</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="REyesOblivion">R.Eyes</td>
            <td>Adds eyes to races.</td>
            <td>The following (RACE) Race subrecords:
                <ul>
                    <li>(ENAM) Eyes</li>
                    <li>Face Data Part: Left Eye
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                    <li>Face Data Part: Right Eye
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="RHeadOblivion">R.Head</td>
            <td>Modifies race heads.</td>
            <td>The following (RACE) Race subrecords:
                <ul>
                    <li>Face Data Part: Head
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="RMouthOblivion">R.Mouth</td>
            <td>Modifies race mouths.</td>
            <td>The following (RACE) Race subrecords:
                <ul>
                    <li>Face Data Part: Mouth
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                    <li>Face Data Part: Tongue
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="RTeethOblivion">R.Teeth</td>
            <td>Modifies race upper or lower teeth.</td>
            <td>The following (RACE) Race subrecords:
                <ul>
                    <li>Face Data Part: Teeth (Lower)
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                    <li>Face Data Part: Teeth (Upper)
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="ScriptsOblivion">Scripts</td>
            <td>Modifies scripts attached to various things.</td>
            <td>The Script (SCRI) subrecord in the following record types:
                <ul>
                    <li>(ACTI) Activator</li>
                    <li>(ALCH) Potion</li>
                    <li>(APPA) Alchemical Apparatus</li>
                    <li>(ARMO) Armor</li>
                    <li>(BOOK) Book</li>
                    <li>(CLOT) Clothing</li>
                    <li>(CONT) Container</li>
                    <li>(CREA) Creature</li>
                    <li>(DOOR) Door</li>
                    <li>(FLOR) Flora</li>
                    <li>(FURN) Furniture</li>
                    <li>(INGR) Ingredient</li>
                    <li>(KEYM) Key</li>
                    <li>(LIGH) Light</li>
                    <li>(LVLC) Leveled Creature</li>
                    <li>(MISC) Misc.Item</li>
                    <li>(NPC_) Non-Player Character</li>
                    <li>(QUST) Quest</li>
                    <li>(SGST) Sigil Stone</li>
                    <li>(SLGM) Soul Gem</li>
                    <li>(WEAP) Weapon</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="SoundOblivion">Sound</td>
            <td>Replaces sounds.</td>
            <td>The following subrecords:
                <ul>
                    <li>(ACTI) Activator:
                        <ul>
                            <li>(SNAM) Sound</li>
                        </ul>
                    </li>
                    <li>(CONT) Container:
                        <ul>
                            <li>(SNAM) Open Sound</li>
                            <li>(QNAM) Close Sound</li>
                        </ul>
                    </li>
                    <li>(CREA) Creature:
                        <ul>
                            <li>(WNAM) Foot Weight</li>
                            <li>(CSCR) Inherits Sounds</li>
                            <li>Sound Types</li>
                        </ul>
                    </li>
                    <li>(DOOR) Door:
                        <ul>
                            <li>(SNAM) Open Sound</li>
                            <li>(ANAM) Close Sound</li>
                            <li>(BNAM) Loop Sound</li>
                        </ul>
                    </li>
                    <li>(LIGH) Light:
                        <ul>
                            <li>(SNAM) - Sound</li>
                        </ul>
                    </li>
                    <li>(MGEF) Magic Effect:
                        <ul>
                            <li>(DATA) Casting Sound</li>
                            <li>(DATA) Bolt Sound</li>
                            <li>(DATA) Hit Sound</li>
                            <li>(DATA) Area Sound</li>
                        </ul>
                    </li>
                    <li>(SOUN) Sound:
                        <ul>
                            <li>(FNAM) Sound File Name</li>
                            <li>(SNDX) Sound Data</li>
                        </ul>
                    </li>
                    <li>(WATR) Water:
                        <ul>
                            <li>(SNAM) Sound</li>
                        </ul>
                    </li>
                    <li>(WTHR) Weather:
                        <ul>
                            <li>(SNAM) Sounds</li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="StatsOblivion">Stats</td>
            <td>Modifies item stats.</td>
            <td>The following subrecords:
                <ul>
                    <li>(ALCH) Potion:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(ENIT) Value</li>
                        </ul>
                    </li>
                    <li>(AMMO) Ammunition:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(DATA) Value</li>
                            <li>(DATA) Damage</li>
                            <li>(DATA) Speed</li>
                            <li>(ANAM) Enchantment Points</li>
                        </ul>
                    </li>
                    <li>(APPA) Alchemical Apparatus:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(DATA) Value</li>
                            <li>(DATA) Quality</li>
                        </ul>
                    </li>
                    <li>(ARMO) Armor:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(DATA) Value</li>
                            <li>(DATA) Health</li>
                            <li>(DATA) Strength</li>
                        </ul>
                    </li>
                    <li>(BOOK) Book:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(DATA) Value</li>
                            <li>(ANAM) Enchantment Points</li>
                        </ul>
                    </li>
                    <li>(CLOT) Clothing:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(DATA) Value</li>
                            <li>(ANAM) Enchantment Points</li>
                        </ul>
                    </li>
                    <li>(INGR) Ingredient:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(ENIT) Value</li>
                        </ul>
                    </li>
                    <li>(KEYM) Key:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(DATA) Value</li>
                        </ul>
                    </li>
                    <li>(LIGH) Light:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(DATA) Value</li>
                            <li>(DATA) Duration</li>
                        </ul>
                    </li>
                    <li>(MISC) Misc. Item:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(DATA) Value</li>
                        </ul>
                    </li>
                    <li>(SGST) Sigil Stone:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(DATA) Value</li>
                            <li>(DATA) Uses</li>
                        </ul>
                    </li>
                    <li>(WEAP) Weapon:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(DATA) Value</li>
                            <li>(DATA) Health</li>
                            <li>(DATA) Damage</li>
                            <li>(DATA) Speed</li>
                            <li>(DATA) Reach</li>
                            <li>(ANAM) Enchantment Points</li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="TextOblivion">Text</td>
            <td>Modifies long-form text (e.g. descriptions of skills or the text in a book) of things.</td>
            <td>The DESC subrecord in the following record types:
                <ul>
                    <li>(BOOK) Book: Book Text</li>
                    <li>(BSGN) Birthsign: Description</li>
                    <li>(CLAS) Class: Description</li>
                    <li>(LSCR) Load Screen: Info Text shown while loading</li>
                    <li>(MGEF) Magic Effect: Description</li>
                    <li>(SKIL) Skill: Description</li>
                </ul>
                <strong>Note:</strong> RACE records are not patched by this tag, use R.Description for that.
            </td>
        </tr>
    </tbody>
</table>

<table>
    <thead>
        <tr>
            <th colspan="3">
                Bash Tags Available For Fallout 3 &amp; Fallout&colon; New Vegas
            </th>
        </tr>
        <tr>
            <th>Tag</th>
            <th>Used When The Mod</th>
            <th>Specific Record Types/Changes Supported</th>
        </tr>
    </thead>
    <tbody>
        <tr>
            <td id="ActorsACBSFO3">Actors.ACBS</td>
            <td>Modifies the (ACBS) Configuration subrecord of:
                <ul>
                    <li>(NPC_) Non-Player Character</li>
                    <li>(CREA) Creature</li>
                </ul>
            </td>
            <td>Changes to the following subrecords in (ACBS) Configuration:
                <ul>
                    <li>Barter Gold</li>
                    <li>Calc Max</li>
                    <li>Calc Min</li>
                    <li>Disposition Base</li>
                    <li>Fatigue</li>
                    <li>(CREA only) Flags:
                        <ul>
                            <li>Allow PC Dialogue</li>
                            <li>Allow Pickpocket</li>
                            <li>Biped</li>
                            <li>Can't Open Doors</li>
                            <li>Essential</li>
                            <li>Flies</li>
                            <li>Immobile</li>
                            <li>Invulnerable</li>
                            <li>Is Ghost</li>
                            <li>No Blood Decal</li>
                            <li>No Blood Spray</li>
                            <li>No Combat in Water</li>
                            <li>No Head</li>
                            <li>No Knockdowns</li>
                            <li>No Left Arm</li>
                            <li>No Low Level Processing</li>
                            <li>No Right Arm</li>
                            <li>No Rotating to Head-Track</li>
                            <li>No Shadow</li>
                            <li>No VATS Melee</li>
                            <li>Not Pushable</li>
                            <li>PC Level Mult</li>
                            <li>Respawn</li>
                            <li>Swims</li>
                            <li>Tilt Front/Back</li>
                            <li>Tilt Left/Right</li>
                            <li>Walks</li>
                            <li>Weapon &amp; Shield</li>
                        </ul>
                    </li>
                    <li>(NPC_ only) Flags:
                        <ul>
                            <li>Auto-Calc Stats</li>
                            <li>Autocalc Service &mdash;
                                <strong>Fallout&colon; New Vegas only</strong></li>
                            <li>Can Be All Races</li>
                            <li>Essential</li>
                            <li>Female</li>
                            <li>Is CharGen Face Preset</li>
                            <li>No Blood Decal</li>
                            <li>No Blood Spray</li>
                            <li>No Knockdowns</li>
                            <li>No Low Level Processing</li>
                            <li>No Rotating to Head-Track</li>
                            <li>No VATS Melee</li>
                            <li>Not Pushable</li>
                            <li>PC Level Mult</li>
                            <li>Respawn</li>
                        </ul>
                    </li>
                    <li>Karma (Alignment)</li>
                    <li>Level</li>
                    <li>Speed Multiplier</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="ActorsAIDataFO3">Actors.AIData</td>
            <td>Modifies the (AIDT) AI Data subrecord of:
                <ul>
                    <li>(NPC_) Non-Player Character</li>
                    <li>(CREA) Creature</li>
                </ul>
            </td>
            <td>The following subrecords:
                <ul>
                    <li>(AIDT) AI Data
                        <ul>
                            <li>Aggression</li>
                            <li>Aggro Radius</li>
                            <li>Aggro Radius Behavior</li>
                            <li>Assistance</li>
                            <li>Buys/Sells and Services</li>
                            <li>Confidence</li>
                            <li>Energy Level</li>
                            <li>Maximum Training Level</li>
                            <li>Mood</li>
                            <li>Responsibility</li>
                            <li>Teaches</li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="ActorsStatsFO3">Actors.Stats</td>
            <td>Modifies actor stats (e.g. attributes, health, skills, etc.).</td>
            <td>The following subrecords:
                <ul>
                    <li>(CREA) Creature:
                        <ul>
                            <li>(DATA) Stats:
                                <ul>
                                    <li>Attributes:
                                        <ul>
                                            <li>Agility</li>
                                            <li>Charisma</li>
                                            <li>Endurance</li>
                                            <li>Intelligence</li>
                                            <li>Luck</li>
                                            <li>Perception</li>
                                            <li>Strength</li>
                                        </ul>
                                    </li>
                                    <li>Combat Skill</li>
                                    <li>Damage</li>
                                    <li>Health</li>
                                    <li>Magic Skill</li>
                                    <li>Stealth Skill</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(NPC_) Non-Player Character:
                        <ul>
                            <li>(DATA) Stats:
                                <ul>
                                    <li>Attributes:
                                        <ul>
                                            <li>Agility</li>
                                            <li>Charisma</li>
                                            <li>Endurance</li>
                                            <li>Intelligence</li>
                                            <li>Luck</li>
                                            <li>Perception</li>
                                            <li>Strength</li>
                                        </ul>
                                    </li>
                                    <li>Base Health</li>
                                </ul>
                            </li>
                            <li>(DNAM) Skills (Skill Values &amp; Skill Offsets):
                                <ul>
                                    <li>Barter</li>
                                    <li>Big Guns</li>
                                    <li>Energy Weapons</li>
                                    <li>Explosives</li>
                                    <li>Lockpick</li>
                                    <li>Medicine</li>
                                    <li>Melee Weapons</li>
                                    <li>Repair</li>
                                    <li>Science</li>
                                    <li>Small Guns</li>
                                    <li>Sneak</li>
                                    <li>Speech</li>
                                    <li>Throwing (Unused)</li>
                                    <li>Unarmed</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="DestructibleFO3">Destructible</td>
            <td>Modifies destructible records.</td>
            <td>The Destructible subrecord (DEST, DSTD, DMDL, DMDT &amp; DSTF) in the following record types:
                <ul>
                    <li>(ACTI) Activator</li>
                    <li>(ALCH) Ingestible</li>
                    <li>(AMMO) Ammunition</li>
                    <li>(ARMO) Armor</li>
                    <li>(BOOK) Book</li>
                    <li>(CHIP) Casino Chip - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(CONT) Container</li>
                    <li>(CREA) Creature</li>
                    <li>(DOOR) Door</li>
                    <li>(FURN) Furniture</li>
                    <li>(IMOD) Item Mod - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(KEYM) Key</li>
                    <li>(LIGH) Light</li>
                    <li>(MISC) Misc. Item</li>
                    <li>(MSTT) Moveable Static</li>
                    <li>(NPC_) Non Playable Character</li>
                    <li>(PROJ) Projectile</li>
                    <li>(TACT) Talking Activator</li>
                    <li>(TERM) Terminal</li>
                    <li>(WEAP) Weapon</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="GraphicsFO3">Graphics</td>
            <td>Is a graphics replacer.</td>
            <td>The following subrecords:
                <ul>
                    <li>(ACTI) Activator:
                        <ul>
                            <li>(MODL) Model</li>
                        </ul>
                    </li>
                    <li>(ALCH) Ingredient:
                        <ul>
                            <li>(MODL) Model</li>
                            <li>(ICON) Icon</li>
                            <li>(MICO) Small Icon</li>
                        </ul>
                    </li>
                    <li>(AMMO) Ammunition:
                        <ul>
                            <li>(MODL) Model</li>
                            <li>(ICON) Icon</li>
                            <li>(MICO) Small Icon</li>
                        </ul>
                    </li>
                    <li>(ARMA) Armor Addon:
                        <ul>
                            <li>(MODL) Male Biped Model</li>
                            <li>(MOD2) Male World Model</li>
                            <li>(ICON) Male Icon Filename</li>
                            <li>(MICO) Male Small Icon Filename</li>
                            <li>(MOD3) Female Biped Model</li>
                            <li>(MOD4) Female World Model</li>
                            <li>(ICO2) Female Icon Filename</li>
                            <li>(MIC2) Female Small Icon Filename</li>
                            <li>(DNAM) 'Modulates Voice' Flag</li>
                            <li>(BMDT) Biped Flags</li>
                        </ul>
                    </li>
                    <li>(ARMO) Armor:
                        <ul>
                            <li>(MODL) Male Biped Model</li>
                            <li>(MOD2) Male World Model</li>
                            <li>(ICON) Male Icon Filename</li>
                            <li>(MICO) Male Small Icon Filename</li>
                            <li>(MOD3) Female Biped Model</li>
                            <li>(MOD4) Female World Model</li>
                            <li>(ICO2) Female Icon Filename</li>
                            <li>(MIC2) Female Small Icon Filename</li>
                            <li>(DNAM) 'Modulates Voice' Flag</li>
                            <li>(EITM) Object Effect</li>
                            <li>(BMDT) Biped Flags</li>
                        </ul>
                    </li>
                    <li>(AVIF) Actor Value Information:
                        <ul>
                            <li>(ICON) Icon</li>
                            <li>(MICO) Small Icon</li>
                        </ul>
                    </li>
                    <li>(BOOK) Book:
                        <ul>
                            <li>(MODL) Model</li>
                            <li>(ICON) Icon</li>
                            <li>(MICO) Small Icon</li>
                        </ul>
                    </li>
                    <li>(BPTD) Body Part Data:
                        <ul>
                            <li>(MODL) Model</li>
                        </ul>
                    </li>
                    <li>(CCRD) Caravan Card - <strong>Fallout&colon; New Vegas only</strong>
                        <ul>
                            <li>(MODL) Model</li>
                            <li>(ICON) Icon</li>
                            <li>(MICO) Small Icon</li>
                            <li>(TX00) High Res Image - Face</li>
                            <li>(TX01) High Res Image - Back</li>
                        </ul>
                    </li>
                    <li>(CHIP) Casino Chip - <strong>Fallout&colon; New Vegas only</strong>
                        <ul>
                            <li>(MODL) Model</li>
                            <li>(ICON) Icon</li>
                            <li>(MICO) Small Icon</li>
                        </ul>
                    </li>
                    <li>(CLAS) Class:
                        <ul>
                            <li>(ICON) Icon</li>
                        </ul>
                    </li>
                    <li>(CMNY) Caravan Money - <strong>Fallout&colon; New Vegas only</strong>
                        <ul>
                            <li>(MODL) Model</li>
                            <li>(ICON) Icon</li>
                            <li>(MICO) Small Icon</li>
                        </ul>
                    </li>
                    <li>(COBJ) Constructible Object:
                        <ul>
                            <li>(ICON) Icon</li>
                            <li>(MICO) Small Icon</li>
                            <li>(MODL) Model</li>
                        </ul>
                    </li>
                    <li>(CONT) Container:
                        <ul>
                            <li>(MODL) Model</li>
                        </ul>
                    </li>
                    <li>(CREA) Creature:
                        <ul>
                            <li>(MODL) Model</li>
                            <li>(NIFZ) Model List</li>
                            <li>(NIFT) Texture File Hashes</li>
                            <li>(EITM) Unarmed Attack Effect</li>
                        </ul>
                    </li>
                    <li>(CSNO) Casino - <strong>Fallout&colon; New Vegas only</strong>
                        <ul>
                            <li>(MODL) Casino Chip Models</li>
                            <li>(MOD2) Slot Machine Model</li>
                            <li>(MOD3) Blackjack Table Model</li>
                            <li>(MODT) Extra Blackjack Table Model</li>
                            <li>(MOD4) Roulette Table Model</li>
                            <li>(ICON) Slot Reel Textures</li>
                            <li>(ICO2) Blackjack Decks</li>
                        </ul>
                    </li>
                    <li>(DOOR) Door:
                        <ul>
                            <li>(MODL) Model</li>
                        </ul>
                    </li>
                    <li>(EFSH) Effect Shader:
                        <ul>
                            <li>(ICO2) Particle Shader Texture</li>
                            <li>(ICON) Fill Texture</li>
                            <li>(NAM7) Holes Texture</li>
                            <li>(DATA) All</li>
                        </ul>
                    </li>
                    <li>(EXPL) Explosion:
                        <ul>
                            <li>(MODL) Model</li>
                            <li>(EITM) Object Effect</li>
                            <li>(MNAM) Image Space Modifier</li>
                            <li>(DATA) Light</li>
                            <li>(DATA) Impact Dataset</li>
                            <li>(INAM) Placed Impact Object</li>
                        </ul>
                    </li>
                    <li>(FURN) Furniture:
                        <ul>
                            <li>(MODL) Model</li>
                        </ul>
                    </li>
                    <li>(GRAS) Grass:
                        <ul>
                            <li>(MODL) Model</li>
                        </ul>
                    </li>
                    <li>(HDPT) Head Part:
                        <ul>
                            <li>(MODL) Model</li>
                        </ul>
                    </li>
                    <li>(IMOD) Item Mod - <strong>Fallout&colon; New Vegas only</strong>
                        <ul>
                            <li>(MODL) Model</li>
                            <li>(ICON) Icon</li>
                            <li>(MICO) Small Icon</li>
                        </ul>
                    </li>
                    <li>(INGR) Ingredient:
                        <ul>
                            <li>(MODL) Model</li>
                            <li>(ICON) Icon</li>
                        </ul>
                    </li>
                    <li>(IPCT) Impact:
                        <ul>
                            <li>(MODL) Model</li>
                            <li>(DATA) Effect Duration</li>
                            <li>(DATA) Effect Orientation</li>
                            <li>(DATA) Angle Threshold</li>
                            <li>(DATA) Placement Radius</li>
                            <li>(DATA) Flag - No Decal Data</li>
                            <li>(DODT) Decal Data
                                <ul>
                                    <li>Min Width</li>
                                    <li>Max Width</li>
                                    <li>Min Height</li>
                                    <li>Max Height</li>
                                    <li>Depth</li>
                                    <li>Shininess</li>
                                    <li>Parallax Scale</li>
                                    <li>Parallax Passes</li>
                                    <li>Decal Flags
                                        <ul>
                                            <li>Parallax</li>
                                            <li>Alpha - Blending</li>
                                            <li>Alpha - Testing</li>
                                        </ul>
                                    </li>
                                    <li>Color
                                        <ul>
                                            <li>Red</li>
                                            <li>Green</li>
                                            <li>Blue</li>
                                        </ul>
                                    </li>
                                </ul>
                            </li>
                            <li>(DNAM) Texture Set</li>
                        </ul>
                    </li>
                    <li>(IPDS) Impact Dataset:
                        <ul>
                            <li>(DATA) Impacts
                                <ul>
                                    <li>Stone</li>
                                    <li>Dirt</li>
                                    <li>Grass</li>
                                    <li>Glass</li>
                                    <li>Metal</li>
                                    <li>Wood</li>
                                    <li>Organic</li>
                                    <li>Cloth</li>
                                    <li>Water</li>
                                    <li>Hollow Metal</li>
                                    <li>Organic Bug</li>
                                    <li>Organic Glow</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(KEYM) Key:
                        <ul>
                            <li>(MODL) Model</li>
                            <li>(ICON) Icon</li>
                            <li>(MICO) Small Icon</li>
                        </ul>
                    </li>
                    <li>(LIGH) Light:
                        <ul>
                            <li>(MODL) Model</li>
                            <li>(ICON) Icon</li>
                            <li>(DATA) Duration</li>
                            <li>(DATA) Radius</li>
                            <li>(DATA) Color
                                <ul>
                                    <li>Red</li>
                                    <li>Green</li>
                                    <li>Blue</li>
                                </ul>
                            </li>
                            <li>(DATA) Flags</li>
                            <li>(DATA) Falloff Exponent</li>
                            <li>(FNAM) Fade</li>
                        </ul>
                    </li>
                    <li>(LSCR) Load Screen:
                        <ul>
                            <li>(ICON) Icon</li>
                        </ul>
                    </li>
                    <li>(MGEF) Base Effect:
                        <ul>
                            <li>(MODL) Model</li>
                            <li>(ICON) Icon</li>
                            <li>(DATA) Data
                                <ul>
                                    <li>Light</li>
                                    <li>Effect Shader</li>
                                    <li>Object Display Shader</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(MICN) Menu Icon:
                        <ul>
                            <li>(ICON) Icon</li>
                            <li>(MICO) Small Icon</li>
                        </ul>
                    </li>
                    <li>(MISC) Misc. Item:
                        <ul>
                            <li>(MODL) Model</li>
                            <li>(ICON) Icon</li>
                            <li>(MICO) Small Icon</li>
                        </ul>
                    </li>
                    <li>(MSTT) Movable Static:
                        <ul>
                            <li>(MODL) Model</li>
                        </ul>
                    </li>
                    <li>(NOTE) Note:
                        <ul>
                            <li>(ICON) Icon</li>
                            <li>(MICO) Small Icon</li>
                            <li>(MODL) Model</li>
                            <li>(XNAM) Texture</li>
                        </ul>
                    </li>
                    <li>(NPC_) Non-Player Character:
                        <ul>
                            <li>(EITM) Unnarmed Attack Effect</li>
                        </ul>
                    </li>
                    <li>(PERK) Perk:
                        <ul>
                            <li>(ICON) Icon</li>
                            <li>(MICO) Small Icon</li>
                        </ul>
                    </li>
                    <li>(PROJ) Projectile:
                        <ul>
                            <li>(MODL) Model</li>
                            <li>(DATA) Light</li>
                            <li>(DATA) Muzzle Flash Light</li>
                            <li>(DATA) Explosion</li>
                            <li>(DATA) Muzzle Flash Duration</li>
                            <li>(DATA) Fade Duration</li>
                            <li>(NAM1) Muzzle Flash Model</li>
                        </ul>
                    </li>
                    <li>(PWAT) Placeable Water:
                        <ul>
                            <li>(MODL) Model</li>
                        </ul>
                    </li>
                    <li>(REPU) Reputation - <strong>Fallout&colon; New Vegas only</strong>
                        <ul>
                            <li>(MODL) Model</li>
                            <li>(ICON) Icon</li>
                            <li>(MICO) Small Icon</li>
                        </ul>
                    </li>
                    <li>(STAT) Static:
                        <ul>
                            <li>(MODL) Model</li>
                        </ul>
                    </li>
                    <li>(TACT) Talking Activator:
                        <ul>
                            <li>(MODL) Model</li>
                        </ul>
                    </li>
                    <li>(TERM) Terminal:
                        <ul>
                            <li>(MODL) Model</li>
                        </ul>
                    </li>
                    <li>(TREE) Tree:
                        <ul>
                            <li>(ICON) Icon</li>
                            <li>(MODL) Model</li>
                        </ul>
                    </li>
                    <li>(TXST) Texture Set:
                        <ul>
                            <li>(TX00) Base Image/Transparency</li>
                            <li>(TX01) Normal Map/Specular</li>
                            <li>(TX02) Environment Map Mask</li>
                            <li>(TX03) Glow Map</li>
                            <li>(TX04) Parallax Map</li>
                            <li>(TX05) Environment Map</li>
                            <li>(DNAM) Flag - No Decal Data</li>
                            <li>(DATA) Flag - No Decal Data</li>
                            <li>(DODT) Decal Data
                                <ul>
                                    <li>Min Width</li>
                                    <li>Max Width</li>
                                    <li>Min Height</li>
                                    <li>Max Height</li>
                                    <li>Depth</li>
                                    <li>Shininess</li>
                                    <li>Parallax Scale</li>
                                    <li>Parallax Passes</li>
                                    <li>Decal Flags
                                        <ul>
                                            <li>Parallax</li>
                                            <li>Alpha - Blending</li>
                                            <li>Alpha - Testing</li>
                                        </ul>
                                    </li>
                                    <li>Color
                                        <ul>
                                            <li>Red</li>
                                            <li>Green</li>
                                            <li>Blue</li>
                                        </ul>
                                    </li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(WEAP) Weapon:
                        <ul>
                            <li>(MODL) Model</li>
                            <li>(ICON) Icon</li>
                            <li>(MICO) Small Icon</li>
                            <li>(EITM) Object Effect</li>
                            <li>(MOD2) Shell Casing Model</li>
                            <li>(MOD3) Scope Model</li>
                            <li>(EFSD) Scope Effect</li>
                            <li>(MOD4) World Model</li>
                            <li>Model With Mods - <strong>Fallout&colon; New Vegas only</strong>
                                <ul>
                                    <li>(MWD1) Mod 1</li>
                                    <li>(MWD2) Mod 2</li>
                                    <li>(MWD3) Mod 1 and 2</li>
                                    <li>(MWD4) Mod 3</li>
                                    <li>(MWD5) Mod 1 and 3</li>
                                    <li>(MWD6) Mod 2 and 3</li>
                                    <li>(MWD7) Mod 1, 2 and 3</li>
                                </ul>
                            </li>
                            <li>(INAM) Impact Dataset</li>
                            <li>(WNAM) First Person Model</li>
                            <li>First Person Model With Mods - <strong>Fallout&colon; New Vegas only</strong>
                                <ul>
                                    <li>(WNM1) Mod 1</li>
                                    <li>(WNM2) Mod 2</li>
                                    <li>(WNM3) Mod 1 and 2</li>
                                    <li>(WNM4) Mod 3</li>
                                    <li>(WNM5) Mod 1 and 3</li>
                                    <li>(WNM6) Mod 2 and 3</li>
                                    <li>(WNM7) Mod 1, 2 and 3</li>
                                </ul>
                            </li>
                            <li>(DNAM) Animation Type</li>
                            <li>(DNAM) Grip Animation</li>
                            <li>(DNAM) Reload Animation</li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="NamesFO3">Names</td>
            <td>Changes the names of things.</td>
            <td>The (FULL) Name subrecord in the following record types:
                <ul>
                    <li>(ACTI) Activator</li>
                    <li>(ALCH) Ingestible</li>
                    <li>(AMMO) Ammunition</li>
                    <li>(ARMO) Armor</li>
                    <li>(AVIF) Actor Value Information</li>
                    <li>(BOOK) Book</li>
                    <li>(CCRD) Caravan Card - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(CHAL) Challenge - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(CHIP) Casino Chip - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(CLAS) Class</li>
                    <li>(CMNY) Caravan Money - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(COBJ) Constructible Object</li>
                    <li>(CONT) Container</li>
                    <li>(CREA) Creature</li>
                    <li>(CSNO) Casino - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(DOOR) Door</li>
                    <li>(EYES) Eyes</li>
                    <li>(FACT) Faction</li>
                    <li>(HAIR) Hair</li>
                    <li>(IMOD) Item Mod - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(INGR) Ingredient</li>
                    <li>(KEYM) Key</li>
                    <li>(LIGH) Light</li>
                    <li>(MESG) Message</li>
                    <li>(MGEF) Base Effect</li>
                    <li>(MISC) Misc. Item</li>
                    <li>(NOTE) Note</li>
                    <li>(NPC_) Non-Player Character</li>
                    <li>(PERK) Perk</li>
                    <li>(RACE) Race</li>
                    <li>(RCCT) Recipe Category - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(RCPE) Recipe - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(REPU) Reputation - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(SPEL) Actor Effect</li>
                    <li>(TACT) Talking Activator</li>
                    <li>(TERM) Terminal</li>
                    <li>(WEAP) Weapon</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="ObjectBoundsFO3">ObjectBounds</td>
            <td>Changes the object bounds of things.</td>
            <td>The (OBND) Object Bounds subrecord in the following record types:
                <ul>
                    <li>(ACTI) Activator</li>
                    <li>(ADDN) Addon Node</li>
                    <li>(ALCH) Ingestible</li>
                    <li>(AMMO) Ammunition</li>
                    <li>(ARMA) Armor Addon</li>
                    <li>(ARMO) Armor</li>
                    <li>(ASPC) Acoustic Space</li>
                    <li>(BOOK) Book</li>
                    <li>(CCRD) Caravan Card - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(CHIP) Casino Chip - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(CMNY) Caravan Money - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(COBJ) Constructible Object</li>
                    <li>(CONT) Container</li>
                    <li>(CREA) Creature</li>
                    <li>(DOOR) Door</li>
                    <li>(EXPL) Explosion</li>
                    <li>(FURN) Furniture</li>
                    <li>(GRAS) Grass</li>
                    <li>(IDLM) Idle Marker</li>
                    <li>(IMOD) Item Mod - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(INGR) Ingredient</li>
                    <li>(KEYM) Key</li>
                    <li>(LIGH) Light</li>
                    <li>(LVLC) Leveled Creature</li>
                    <li>(LVLI) Leveled Item</li>
                    <li>(LVLN) Leveled NPC</li>
                    <li>(MISC) Misc. Item</li>
                    <li>(MSTT) Moveable Static</li>
                    <li>(NOTE) Note</li>
                    <li>(NPC_) Non-Player Character</li>
                    <li>(PROJ) Projectile</li>
                    <li>(PWAT) Placeable Water</li>
                    <li>(SCOL) Static Collection</li>
                    <li>(SOUN) Sound</li>
                    <li>(STAT) Static</li>
                    <li>(TACT) Talking Activator</li>
                    <li>(TERM) Terminal</li>
                    <li>(TREE) Tree</li>
                    <li>(TXST) Texture Set</li>
                    <li>(WEAP) Weapon</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="REyesFO3">R.Eyes</td>
            <td>Adds eyes to races.</td>
            <td>The following (RACE) Race subrecords:
                <ul>
                    <li>(ENAM) Eyes</li>
                    <li>Face Data Part: Left Eye (Female)
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                    <li>Face Data Part: Right Eye (Female)
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                    <li>Face Data Part: Left Eye (Male)
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                    <li>Face Data Part: Right Eye (Male)
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="RHeadFO3">R.Head</td>
            <td>Modifies race heads.</td>
            <td>The following (RACE) Race subrecords:
                <ul>
                    <li>Face Data Part: Head (Female)
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                    <li>Face Data Part: Head (Male)
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="RMouthFO3">R.Mouth</td>
            <td>Modifies race mouths.</td>
            <td>The following (RACE) Race subrecords:
                <ul>
                    <li>Face Data Part: Mouth (Female)
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                    <li>Face Data Part: Mouth (Male)
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                    <li>Face Data Part: Tongue (Female)
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                    <li>Face Data Part: Tongue (Male)
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="RTeethFO3">R.Teeth</td>
            <td>Modifies race upper or lower teeth.</td>
            <td>The following (RACE) Race subrecords:
                <ul>
                    <li>Face Data Part: Teeth (Lower, Female)
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                    <li>Face Data Part: Teeth (Upper, Female)
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                    <li>Face Data Part: Teeth (Lower, Male)
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                    <li>Face Data Part: Teeth (Upper, Male)
                        <ul>
                            <li>(MODL) Model Filename</li>
                            <li>(MODB) Bound Radius</li>
                            <li>(ICON) Icon Filename</li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="ScriptsFO3">Scripts</td>
            <td>Modifies scripts attached to various things.</td>
            <td>The Script (SCRI) subrecord in the following record types:
                <ul>
                    <li>(ACTI) Activator</li>
                    <li>(ALCH) Ingestible</li>
                    <li>(AMMO) Ammunition - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(ARMO) Armor</li>
                    <li>(BOOK) Book</li>
                    <li>(COBJ) Constructible Object</li>
                    <li>(CCRD) Caravan Card - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(CHAL) Challenge - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(CONT) Container</li>
                    <li>(CREA) Creature</li>
                    <li>(DOOR) Door</li>
                    <li>(FURN) Furniture</li>
                    <li>(IMOD) Item Mod - <strong>Fallout&colon; New Vegas only</strong></li>
                    <li>(INGR) Ingredient</li>
                    <li>(KEYM) Key</li>
                    <li>(LIGH) Light</li>
                    <li>(MISC) Misc. Item</li>
                    <li>(NPC_) Non-Player Character</li>
                    <li>(QUST) Quest</li>
                    <li>(TACT) Talking Activator</li>
                    <li>(TERM) Terminal</li>
                    <li>(WEAP) Weapon</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="SoundFO3">Sound</td>
            <td>Replaces sounds.</td>
            <td>The following subrecords:
                <ul>
                    <li>(ACTI) Activator:
                        <ul>
                            <li>(SNAM) Sound - Looping</li>
                            <li>(VNAM) Sound - Activation</li>
                        </ul>
                    </li>
                    <li>(ADDN) Addon Node:
                        <ul>
                            <li>(SNAM) Sound</li>
                        </ul>
                    </li>
                    <li>(ALCH) Ingestible:
                        <ul>
                            <li>(ZNAM) Sound - Drop</li>
                            <li>(YNAM) Sound - Pick Up</li>
                            <li>(ENIT) Sound - Consume</li>
                        </ul>
                    </li>
                    <li>(ASPC) Acoustic Space:
                        <ul>
                            <li>(SNAM) Sound - Looping</li>
                            <li>(RDAT) Use Sound from region (Interiors Only)</li>
                        </ul>
                    </li>
                    <li>(COBJ) Constructible Object:
                        <ul>
                            <li>(YNAM) Sound - Pick Up</li>
                            <li>(ZNAM) Sound - Drop</li>
                        </ul>
                    </li>
                    <li>(CONT) Container:
                        <ul>
                            <li>(SNAM) Sound - Open</li>
                            <li>(QNAM) Sound - Close</li>
                            <li>(RNAM) Sound - Looping/Random - <strong>Fallout&colon; New Vegas only</strong></li>
                        </ul>
                    </li>
                    <li>(CREA) Creature:
                        <ul>
                            <li>(WNAM) Foot Weight</li>
                            <li>(CSCR) Inherits sound from</li>
                            <li>Sounds
                                <ul>
                                    <li>(CSDT) Sound Type</li>
                                    <li>(CSDI) Sound</li>
                                    <li>(CSDC) Sound Chance</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(DOOR) Door:
                        <ul>
                            <li>(SNAM) Sound Open</li>
                            <li>(ANAM) Sound Close</li>
                            <li>(BNAM) Sound Looping</li>
                        </ul>
                    </li>
                    <li>(EXPL) Explosion:
                        <ul>
                            <li>DATA
                                <ul>
                                    <li>Sound Level</li>
                                    <li>Sound 1</li>
                                    <li>Sound 2</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(IPCT) Impact:
                        <ul>
                            <li>(DATA) Sound Level</li>
                            <li>(SNAM) Sound 1</li>
                            <li>(NAM1) Sound 2</li>
                        </ul>
                    </li>
                    <li>(LIGH) Light:
                        <ul>
                            <li>(SNAM) Sound</li>
                        </ul>
                    </li>
                    <li>(MGEF) Base Effect:
                        <ul>
                            <li>(DATA)
                                <ul>
                                    <li>Effect Sound</li>
                                    <li>Bolt Sound</li>
                                    <li>Hit Sound</li>
                                    <li>Area Sound</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(PROJ) Projectile:
                        <ul>
                            <li>(DATA)
                                <ul>
                                    <li>Sound</li>
                                    <li>Sound - Countdown</li>
                                    <li>Sound - Disable</li>
                                    <li>Sound - Level</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(SOUN) Sound:
                        <ul>
                            <li>(FNAM) Sound Filename</li>
                            <li>(SNDD) Sound Data</li>
                        </ul>
                    </li>
                    <li>(TACT) Talking Activator:
                        <ul>
                            <li>(SNAM) Sound</li>
                        </ul>
                    </li>
                    <li>(WATR) Water:
                        <ul>
                            <li>(SNAM) Sound</li>
                        </ul>
                    </li>
                    <li>(WEAP) Weapon:
                        <ul>
                            <li>(YNAM) Sound - Pick Up</li>
                            <li>(ZNAM) Sound - Drop</li>
                            <li>(SNAM) Sound - Gun - Shoot 3D</li>
                            <li>(XNAM) Sound - Gun - Shoot 2D</li>
                            <li>(NAM7) Sound - Gun - Shoot 3D Looping</li>
                            <li>(TNAM) Sound - Melee - Swing/Gun - No ammo</li>
                            <li>(NAM6) Sound - Block</li>
                            <li>(UNAM) Sound - Idle</li>
                            <li>(NAM9) Sound - Equip</li>
                            <li>(NAM8) Sound - Unequip</li>
                            <li>(WMS1) Sound - Mod 1 - Shoot 3D - <strong>Fallout&colon; New Vegas only</strong></li>
                            <li>(WMS1) Sound - Mod 1 - Shoot Dist - <strong>Fallout&colon; New Vegas only</strong></li>
                            <li>(VNAM) Sound Level</li>
                        </ul>
                    </li>
                    <li>(WTHR) Weather:
                        <ul>
                            <li>Sounds
                                <ul>
                                    <li>(SNAM) Sound
                                        <ul>
                                            <li>Sound</li>
                                            <li>Type</li>
                                        </ul>
                                    </li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="StatsFO3">Stats</td>
            <td>Modifies item stats.</td>
            <td>The following subrecords:
                <ul>
                    <li>(ALCH) Ingestible:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(ENIT) Value</li>
                        </ul>
                    </li>
                    <li>(AMMO) Ammunition:
                        <ul>
                            <li>(DATA) Value</li>
                            <li>(DATA) Speed</li>
                            <li>(DATA) Clip Rounds</li>
                            <li>(DAT2) Proj. Per Shot - <strong>Fallout&colon; New Vegas only</strong></li>
                            <li>(DAT2) Weight - <strong>Fallout&colon; New Vegas only</strong></li>
                        </ul>
                    </li>
                    <li>(ARMA) Armor Addon:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(DATA) Value</li>
                            <li>(DATA) Max Condition</li>
                            <li>(DNAM) DR</li>
                            <li>(DNAM) DT - <strong>Fallout&colon; New Vegas only</strong></li>
                        </ul>
                    </li>
                    <li>(ARMO) Armor:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(DATA) Value</li>
                            <li>(DATA) Max Condition</li>
                            <li>(DNAM) DR</li>
                            <li>(DNAM) DT - <strong>Fallout&colon; New Vegas only</strong></li>
                        </ul>
                    </li>
                    <li>(BOOK) Book:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(DATA) Value</li>
                        </ul>
                    </li>
                    <li>(INGR) Ingredient:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(ENIT) Value</li>
                        </ul>
                    </li>
                    <li>(KEYM) Key:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(DATA) Value</li>
                        </ul>
                    </li>
                    <li>(LIGH) Light:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(DATA) Value</li>
                            <li>(DATA) Time</li>
                        </ul>
                    </li>
                    <li>(MISC) Misc. Item:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(DATA) Value</li>
                        </ul>
                    </li>
                    <li>(WEAP) Weapon:
                        <ul>
                            <li>(DATA)
                                <ul>
                                    <li>Weight</li>
                                    <li>Value</li>
                                    <li>Health</li>
                                    <li>Base Damage</li>
                                    <li>Clip Size</li>
                                </ul>
                            </li>
                            <li>(DNAM)
                                <ul>
                                    <li>Animation multiplier</li>
                                    <li>Reach</li>
                                    <li>Ammo Use</li>
                                    <li>Min Spread</li>
                                    <li>Spread</li>
                                    <li>Sight FOV</li>
                                    <li>Base VATS To-Hit Chance</li>
                                    <li>Projectile Count</li>
                                    <li>Min Range</li>
                                    <li>Max Range</li>
                                    <li>Animation Attack Multiplier</li>
                                    <li>Fire Rate</li>
                                    <li>Override - Action Points</li>
                                    <li>Rumble - Left Motor Strength</li>
                                    <li>Rumble - Right Motor Strength</li>
                                    <li>Rumble - Duration</li>
                                    <li>Override - Damage to Weapon Mult</li>
                                    <li>Attack Shots/Sec</li>
                                    <li>Reload Time</li>
                                    <li>Jam Time</li>
                                    <li>Aim Arc</li>
                                    <li>Rumble - Wavelength</li>
                                    <li>Limb Dmg Mult</li>
                                    <li>Sight Usage</li>
                                    <li>Semi-Automatic Fire Delay Min</li>
                                    <li>Semi-Automatic Fire Delay Max</li>
                                    <li>Strength Req - <strong>Fallout&colon; New Vegas only</strong></li>
                                    <li>Regen Rate - <strong>Fallout&colon; New Vegas only</strong></li>
                                    <li>Kill Impulse - <strong>Fallout&colon; New Vegas only</strong></li>
                                    <li>Impulse Dist - <strong>Fallout&colon; New Vegas only</strong></li>
                                    <li>Skill Req - <strong>Fallout&colon; New Vegas only</strong></li>
                                </ul>
                            </li>
                            <li>(CRDT) Critical Data
                                <ul>
                                    <li>Critical Damage</li>
                                    <li>Crit &percnt; Mult</li>
                                </ul>
                            </li>
                            <li>(VATS) VATS - <strong>Fallout&colon; New Vegas only</strong>
                                <ul>
                                    <li>Skill</li>
                                    <li>Dam. Mult</li>
                                    <li>AP (Action points)</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="TextFO3">Text</td>
            <td>Modifies long-form text (e.g. the text in a book or the text on a loading screen) of things.</td>
            <td>The following subrecords:
                <ul>
                    <li>(AVIF) Actor Value Information:
                        <ul>
                            <li>(DESC) Description</li>
                        </ul>
                    </li>
                    <li>(BOOK) Book:
                        <ul>
                            <li>(DESC) Book Text</li>
                        </ul>
                    </li>
                    <li>(CHAL) Challenge - <strong>Fallout&colon; New Vegas only</strong>
                        <ul>
                            <li>(DESC) Description</li>
                        </ul>
                    </li>
                    <li>(CLAS) Class:
                        <ul>
                            <li>(DESC) Description</li>
                        </ul>
                    </li>
                    <li>(IMOD) Item Mod - <strong>Fallout&colon; New Vegas only</strong>
                        <ul>
                            <li>(DESC) Description</li>
                        </ul>
                    </li>
                    <li>(LSCR) Loading Screen:
                        <ul>
                            <li>(DESC) Info Text shown while loading</li>
                        </ul>
                    </li>
                    <li>(MESG) Message:
                        <ul>
                            <li>(DESC) Message Text</li>
                        </ul>
                    </li>
                    <li>(MGEF) Magic Effect:
                        <ul>
                            <li>(DESC) Description</li>
                        </ul>
                    </li>
                    <li>(NOTE) Note:
                        <ul>
                            <li>(TNAM) Note Text</li>
                        </ul>
                    </li>
                    <li>(PERK) Perk:
                        <ul>
                            <li>(DESC) Description</li>
                        </ul>
                    </li>
                    <li>(TERM) Terminal:
                        <ul>
                            <li>(DESC) Description</li>
                        </ul>
                    </li>
                </ul>
                <strong>Note:</strong> RACE records are not patched by this tag, use R.Description for that.
            </td>
        </tr>
    </tbody>
</table>

<table>
    <thead>
        <tr>
            <th colspan="3">Bash Tags Available For Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special Edition.</th>
        </tr>
        <tr>
            <th>Tag</th>
            <th>Used when the Mod</th>
            <th>Specific Record Types/Changes Supported.</th>
        </tr>
    </thead>
    <tbody>
        <tr>
            <td id="ActorsACBSSkyrim">Actors.ACBS</td>
            <td>Modifies the (ACBS) Configuration subrecord of (NPC_) Non-Player Character records.</td>
            <td>Changes to the following subrecords in (ACBS) Configuration:
                <ul>
                    <li>Bleedout Override</li>
                    <li>Calc Max</li>
                    <li>Calc Min</li>
                    <li>Disposition Base</li>
                    <li>Flags:
                        <ul>
                            <li>Auto-Calc Stats</li>
                            <li>Bleedout Override</li>
                            <li>Doesn't Affect Stealth Meter</li>
                            <li>Doesn't Bleed</li>
                            <li>Essential</li>
                            <li>Female</li>
                            <li>Invulnerable</li>
                            <li>Is CharGen Face Preset</li>
                            <li>Is Ghost</li>
                            <li>Looped Audio</li>
                            <li>Looped Script</li>
                            <li>Opposite Gender Animations</li>
                            <li>PC Level Mult</li>
                            <li>Protected</li>
                            <li>Respawn</li>
                            <li>Simple Actor</li>
                            <li>Summonable</li>
                            <li>Unique</li>
                        </ul>
                    </li>
                    <li>Health Offset</li>
                    <li>Level</li>
                    <li>Magicka Offset</li>
                    <li>Speed Multiplier</li>
                    <li>Stamina Offset</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="ActorsAIDataSkyrim">Actors.AIData</td>
            <td>Modifies the (AIDT) AI Data subrecord of (NPC_) Non-Player Character records.</td>
            <td>The following subrecords:
                <ul>
                    <li>(AIDT) AI Data
                        <ul>
                            <li>Aggression</li>
                            <li>Aggro:
                                <ul>
                                    <li>Aggro Radius Behavior</li>
                                    <li>Attack</li>
                                    <li>Warn</li>
                                    <li>Warn / Attack</li>
                                </ul>
                            </li>
                            <li>Assistance</li>
                            <li>Confidence</li>
                            <li>Energy Level</li>
                            <li>Mood</li>
                            <li>Responsibility</li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="ActorsStatsSkyrim">Actors.Stats</td>
            <td>Modifies actor stats (e.g. health, skills, stamina, etc.).</td>
            <td>The following subrecords:
                <ul>
                    <li>(NPC_) Non-Player Character:
                        <ul>
                            <li>(DNAM) Stats
                                <ul>
                                    <li>Health</li>
                                    <li>Magicka</li>
                                    <li>Skills (Skill Values &amp; Skill Offsets):
                                        <ul>
                                            <li>Alchemy</li>
                                            <li>Alteration</li>
                                            <li>Block</li>
                                            <li>Conjuration</li>
                                            <li>Destruction</li>
                                            <li>Enchanting</li>
                                            <li>HeavyArmor</li>
                                            <li>Illusion</li>
                                            <li>LightArmor</li>
                                            <li>Lockpicking</li>
                                            <li>Marksman</li>
                                            <li>OneHanded</li>
                                            <li>Pickpocket</li>
                                            <li>Restoration</li>
                                            <li>Smithing</li>
                                            <li>Sneak</li>
                                            <li>Speechcraft</li>
                                            <li>TwoHanded</li>
                                        </ul>
                                    </li>
                                    <li>Stamina</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="DestructibleSkyrim">Destructible</td>
            <td>Modifies destructible records.</td>
            <td>The Destructible subrecord (DEST, DSTD, DMDL, DMDT, DMDS &amp; DSTF) in the following record types:
                <ul>
                    <li>(ACTI) Activator</li>
                    <li>(ALCH) Ingestible</li>
                    <li>(AMMO) Ammunition</li>
                    <li>(APPA) Alchemical Apparatus</li>
                    <li>(ARMO) Armor</li>
                    <li>(BOOK) Book</li>
                    <li>(CONT) Container</li>
                    <li>(DOOR) Door</li>
                    <li>(FLOR) Flora</li>
                    <li>(FURN) Furniture</li>
                    <li>(KEYM) Key</li>
                    <li>(LIGH) Light</li>
                    <li>(MISC) Misc. Item</li>
                    <li>(MSTT) Moveable Static</li>
                    <li>(NPC_) Non Playable Character</li>
                    <li>(PROJ) Projectile</li>
                    <li>(SCRL) Scroll</li>
                    <li>(SLGM) Soul Gem</li>
                    <li>(TACT) Talking Activator</li>
                    <li>(WEAP) Weapon</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="GraphicsSkyrim">Graphics</td>
            <td>Is a graphics replacer.</td>
            <td>The following subrecords:
                <ul>
                    <li>(ACTI) Activator: (MODL) Model</li>
                    <li>(ALCH) Potion: (ICON) Icon, (MODL) Model</li>
                    <li>(AMMO) Ammunition: (ICON) Icon, (MODL) Model</li>
                    <li>(APPA) Alchemical Apparatus: (ICON) Icon, (MODL) Model</li>
                    <li>(ARMA) Armor Addon:
                        <ul>
                            <li>(MOD2) Male World Model</li>
                            <li>(MOD3) Female World Model</li>
                            <li>(MOD4) Male 1st Person</li>
                            <li>(MOD5) Female 1st Person</li>
                            <li>(BODT) First Person Flags</li>
                            <li>(BOD2) First Person Flags</li>
                        </ul>
                    </li>
                    <li>(ARMO) Armor:
                        <ul>
                            <li>(MOD2) Male World Model</li>
                            <li>(ICON) Male Icon Filename</li>
                            <li>(MOD3) Female World Model</li>
                            <li>(ICO2) Female Icon Filename</li>
                            <li>(MODL) Armature</li>
                            <li>(BODT) First Person Flags</li>
                            <li>(BOD2) First Person Flags</li>
                        </ul>
                    </li>
                    <li>(BOOK) Book: (ICON) Icon, (MODL) Model,(INAM) Inventory Art.</li>
                    <li>(CLAS) Class: (ICON) Icon</li>
                    <li>(CONT) Container: (MODL) Model</li>
                    <li>(DOOR) Door: (MODL) Model</li>
                    <li>(EFSH) Effect Shader: All (DATA) subrecords.</li>
                    <li>(FLOR) Flora: (MODL) Model</li>
                    <li>(FURN) Furniture: (MODL) Model</li>
                    <li>(GRAS) Grass: (MODL) Model</li>
                    <li>(INGR) Ingredient: (ICON) Icon, (MODL) Model</li>
                    <li>(KEYM) Key: (ICON) Icon, (MODL) Model</li>
                    <li>(LIGH) Light (ICON) Icon, (MODL) Model</li>
                    <li>(LSCR) Load Screen: (ICON) Icon</li>
                    <li>(MGEF) Magic Effect:
                        <ul>
                            <li>(MDOB) Menu Display Object</li>
                            <li>(DATA) Data
                                <ul>
                                    <li>Casting Light</li>
                                    <li>Hit Shader</li>
                                    <li>Enchant Shader</li>
                                    <li>Projectile</li>
                                    <li>Explosion</li>
                                    <li>Casting Art</li>
                                    <li>Hit Effect Art</li>
                                    <li>Impact Data</li>
                                    <li>Dual Casting
                                        <ul>
                                            <li>Art</li>
                                            <li>Scale</li>
                                        </ul>
                                    </li>
                                    <li>Enchant Art</li>
                                    <li>Hit Visuals</li>
                                    <li>Enchant Visuals</li>
                                    <li>Image Space Modifier</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(MISC) Misc. Item: (ICON) Icon, (MODL) Model</li>
                    <li>(PERK) Perk: (ICON) Icon</li>
                    <li>(SCRL) Scroll: (MDOB) Menu Display Object</li>
                    <li>(SLGM) Soul Gem: (ICON) Icon, (MODL) Model</li>
                    <li>(SPEL) Spell: (MDOB) Menu Display Object</li>
                    <li>(STAT) Static: (MODL) Model</li>
                    <li>(TREE) Tree: (ICON) Icon, (MODL) Model</li>
                    <li>(WEAP) Weapon: (MODL) Model, (MOD3) Has Scope, (ICON) Icon, (WNAM) 1st Person Model Object.</li>
                    <li>(WTHR) Directional Ambient Lighting Colors.</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="NamesSkyrim">Names</td>
            <td>Changes the names of things.</td>
            <td>The (FULL) Name subrecord in the following record types:
                <ul>
                    <li>(ACTI) Activator</li>
                    <li>(ALCH) Ingestible</li>
                    <li>(AMMO) Ammunition</li>
                    <li>(APPA) Alchemical Apparatus</li>
                    <li>(ARMO) Armor</li>
                    <li>(AVIF) Actor Value Information</li>
                    <li>(BOOK) Book</li>
                    <li>(CLAS) Class</li>
                    <li>(CLFM) Colour</li>
                    <li>(CONT) Container</li>
                    <li>(DOOR) Door</li>
                    <li>(ENCH) Object Effect</li>
                    <li>(EXPL) Explosion</li>
                    <li>(EYES) Eyes</li>
                    <li>(FACT) Faction</li>
                    <li>(FLOR) Flora</li>
                    <li>(FURN) Furniture</li>
                    <li>(HAZD) Hazard</li>
                    <li>(HDPT) Head Part</li>
                    <li>(INGR) Ingredient</li>
                    <li>(KEYM) Key</li>
                    <li>(LCTN) Location</li>
                    <li>(LIGH) Light</li>
                    <li>(MESG) Message</li>
                    <li>(MGEF) Magic Effect</li>
                    <li>(MISC) Misc. Item</li>
                    <li>(MSTT) Movable Static</li>
                    <li>(NPC_) Non Player Character</li>
                    <li>(PERK) Perk</li>
                    <li>(RACE) Race</li>
                    <li>(SCRL) Scroll</li>
                    <li>(SHOU) Shout</li>
                    <li>(SLGM) Soul Gem</li>
                    <li>(SNCT) Sound Category</li>
                    <li>(SPEL) Spell</li>
                    <li>(TACT) Talking Activator</li>
                    <li>(TREE) Tree</li>
                    <li>(WATR) Water</li>
                    <li>(WEAP) Weapon</li>
                    <li>(WOOP) Word Of Power</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="ObjectBoundsSkyrim">ObjectBounds</td>
            <td>Changes the object bounds of things.</td>
            <td>The (OBND) Object Bounds subrecord in the following record types:
                <ul>
                    <li>(ACTI) Activator</li>
                    <li>(ADDN) Addon Node</li>
                    <li>(ALCH) Ingestible</li>
                    <li>(AMMO) Ammunition</li>
                    <li>(APPA) Alchemical Apparatus</li>
                    <li>(ARMO) Armor</li>
                    <li>(ARTO) Art Object</li>
                    <li>(ASPC) Acoustic Space</li>
                    <li>(BOOK) Book</li>
                    <li>(CONT) Container</li>
                    <li>(DOOR) Door</li>
                    <li>(DUAL) Dual Cast Data</li>
                    <li>(ENCH) Object Effect</li>
                    <li>(EXPL) Explosion</li>
                    <li>(FLOR) Flora</li>
                    <li>(FURN) Furniture</li>
                    <li>(GRAS) Grass</li>
                    <li>(HAZD) Hazard</li>
                    <li>(IDLM) Idle Marker</li>
                    <li>(INGR) Ingredient</li>
                    <li>(KEYM) Key</li>
                    <li>(LIGH) Light</li>
                    <li>(LVLI) Leveled Item</li>
                    <li>(LVLN) Leveled NPC</li>
                    <li>(LVSP) Leveled Spell</li>
                    <li>(MISC) Misc. Item</li>
                    <li>(MSTT) Moveable Static</li>
                    <li>(NPC_) Non-Player Character</li>
                    <li>(PROJ) Projectile</li>
                    <li>(SCRL) Scroll</li>
                    <li>(SLGM) Soul Gem</li>
                    <li>(SOUN) Sound Marker</li>
                    <li>(SPEL) Spell</li>
                    <li>(STAT) Static</li>
                    <li>(TACT) Talking Activator</li>
                    <li>(TREE) Tree</li>
                    <li>(TXST) Texture Set</li>
                    <li>(WEAP) Weapon</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td>R.Stats</td>
            <td>Modifies race stats like health and stamina.</td>
            <td>The following (RACE) Race subrecords:
                <ul>
                    <li>(DATA) Starting Health</li>
                    <li>(DATA) Starting Magicka</li>
                    <li>(DATA) Starting Stamina</li>
                    <li>(DATA) Base Carry Weight</li>
                    <li>(DATA) Health Regen</li>
                    <li>(DATA) Magicka Regen</li>
                    <li>(DATA) Stamina Regen</li>
                    <li>(DATA) Unarmed Damage</li>
                    <li>(DATA) Unarmed Reach</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="SoundSkyrim">Sound</td>
            <td>Replaces sounds.</td>
            <td>The following subrecords:
                <ul>
                    <li>(ACTI) Activator:
                        <ul>
                            <li>(SNAM) Looping</li>
                            <li>(VNAM) Activation</li>
                        </ul>
                    </li>
                    <li>(ADDN) Addon Node:
                        <ul>
                            <li>(SNAM) Sound</li>
                        </ul>
                    </li>
                    <li>(ALCH) Ingestible:
                        <ul>
                            <li>(YNAM) Sound - Pick Up</li>
                            <li>(ZNAM) Sound - Put Down</li>
                            <li>(ENIT) Sound - Consume</li>
                        </ul>
                    </li>
                    <li>(AMMO) Ammunition:
                        <ul>
                            <li>(YNAM) Sound - Pick Up</li>
                            <li>(ZNAM) Sound - Put Down</li>
                        </ul>
                    </li>
                    <li>(APPA) Alchemical Apparatus:
                        <ul>
                            <li>(YNAM) Sound - Pick Up</li>
                            <li>(ZNAM) Sound - Put Down</li>
                        </ul>
                    </li>
                    <li>(ARMA) Armor Addon:
                        <ul>
                            <li>(SNDD) Footstep Sound</li>
                        </ul>
                    </li>
                    <li>(ARMO) Armor:
                        <ul>
                            <li>
                                (YNAM) Sound - Pick Up
                            </li>
                            <li>(ZNAM) Sound - Put Down</li>
                        </ul>
                    </li>
                    <li>(ASPC) Acoustic Space:
                        <ul>
                            <li>(ZNAM) Ambient Sound</li>
                            <li>(RDAT) Use Sound from Region (interiors Only)</li>
                            <li>(BNAM) Environment Type (reverb)</li>
                        </ul>
                    </li>
                    <li>(BOOK) Book:
                        <ul>
                            <li>
                                (YNAM) Sound - Pick Up
                            </li>
                            <li>(ZNAM) Sound - Put Down</li>
                        </ul>
                    </li>
                    <li>(CONT) Container:
                        <ul>
                            <li>(SNAM) Sound Open</li>
                            <li>(QNAM) Sound Close</li>
                        </ul>
                    </li>
                    <li>(DOOR) Door:
                        <ul>
                            <li>
                                (SNAM) Sound Open
                            </li>
                            <li>
                                (ANAM) Sound Close
                            </li>
                            <li>
                                (BNAM) Loop Sound
                            </li>
                        </ul>
                    </li>
                    <li>(EFSH) Effect Shader:
                        <ul>
                            <li>(DATA) Ambient Sound</li>
                        </ul>
                    </li>
                    <li>(EXPL) Explosion:
                        <ul>
                            <li>(DATA) Sound 1</li>
                            <li>(DATA) Sound 2</li>
                        </ul>
                    </li>
                    <li>(FLOR) Flora:
                        <ul>
                            <li>(SNAM) Sound</li>
                        </ul>
                    </li>
                    <li>(HAZD) Hazard:
                        <ul>
                            <li>(DATA) Sound</li>
                        </ul>
                    </li>
                    <li>(INGR) Ingredient:
                        <ul>
                            <li>(YNAM) Sound - Pick Up</li>
                            <li>(ZNAM) Sound - Put Down</li>
                        </ul>
                    </li>
                    <li>(IPCT) Impact:
                        <ul>
                            <li>(SNAM) Sound 1</li>
                            <li>(NAM1) Sound 2</li>
                        </ul>
                    </li>
                    <li>(KEYM) Key:
                        <ul>
                            <li>(YNAM) Sound - Pick Up</li>
                            <li>(ZNAM) Sound - Put Down</li>
                        </ul>
                    </li>
                    <li>(LIGH) Light:
                        <ul>
                            <li>(SNAM) Sound</li>
                        </ul>
                    </li>
                    <li>(MGEF) Magic Effect:
                        <ul>
                            <li>(SNDD) Sounds</li>
                        </ul>
                    </li>
                    <li>(MISC) Misc. Item:
                        <ul>
                            <li>(YNAM) Sound - Pick Up</li>
                            <li>(ZNAM) Sound - Put Down</li>
                        </ul>
                    </li>
                    <li>(MSTT) Movable Static:
                        <ul>
                            <li>(SNAM) Looping Sound</li>
                        </ul>
                    </li>
                    <li>(SNCT) Sound Category:
                        <ul>
                            <li>(PNAM) Parent</li>
                            <li>(VNAM) Static Volume Multiplier</li>
                        </ul>
                    </li>
                    <li>(SNDR) Sound Descriptor:
                        <ul>
                            <li>(GNAM) category</li>
                            <li>Sounds - (ANAM) Sound File Name</li>
                            <li>(ONAM) Output Model</li>
                            <li>(LNAM) Values</li>
                            <li>(BNAM) Values</li>
                        </ul>
                    </li>
                    <li>(SOPM) Sound Output Model:
                        <ul>
                            <li>(NAM1 - Data) Reverb send &percnt;</li>
                            <li>(MNAM) Type</li>
                            <li>(ONAM) Output Values</li>
                            <li>(ANAM) Attenuation Values</li>
                        </ul>
                    </li>
                    <li>(SOUN) Sound Marker:
                        <ul>
                            <li>(SDSC) Sound Descriptor</li>
                        </ul>
                    </li>
                    <li>(TACT) Talking Activator:
                        <ul>
                            <li>(SNAM) Looping Sound.</li>
                        </ul>
                    </li>
                    <li>(TREE) Tree:
                        <ul>
                            <li>(SNAM) Harvest Sound</li>
                        </ul>
                    </li>
                    <li>(WATR) Water:
                        <ul>
                            <li>(SNAM) Open Sound</li>
                        </ul>
                    </li>
                    <li>(WEAP) Weapon:
                        <ul>
                            <li>(YNAM) Sound - Pick Up</li>
                            <li>(ZNAM) Sound - Put Down</li>
                            <li>(SNAM) Attack Sound</li>
                            <li>(XNAM) Attack Sound 2D</li>
                            <li>(NAM7) Attack Loop Sound</li>
                            <li>(TNAM) Attack fail sound</li>
                            <li>(UNAM) Idle Sound</li>
                            <li>(NAM9) Equip Sound</li>
                            <li>(NAM8) Unequip Sound</li>
                            <li>(VNAM) Detection Sound Level</li>
                        </ul>
                    </li>
                    <li>(WTHR) Weather:
                        <ul>
                            <li>Sounds - all subrecords</li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="StatsSkyrim">Stats</td>
            <td>Modifies item stats.</td>
            <td>The following subrecords:
                <ul>
                    <li>(ALCH) Ingestible:
                        <ul>
                            <li>(DATA) Weight</li>
                            <li>(ENIT) Value</li>
                        </ul>
                    </li>
                    <li>(AMMO) Ammunition:
                        <ul>
                            <li>DATA
                                <ul>
                                    <li>Weight</li>
                                    <li>Damage</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(APPA) Alchemical Apparatus:
                        <ul>
                            <li>DATA
                                <ul>
                                    <li>Weight</li>
                                    <li>Value</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(ARMO) Armor:
                        <ul>
                            <li>DATA
                                <ul>
                                    <li>Weight</li>
                                    <li>Value</li>
                                </ul>
                            </li>
                            <li>(DNAM) Armor Rating</li>
                        </ul>
                    </li>
                    <li>(BOOK) Book:
                        <ul>
                            <li>DATA
                                <ul>
                                    <li>Weight</li>
                                    <li>Value</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(INGR) Ingredient:
                        <ul>
                            <li>DATA
                                <ul>
                                    <li>Weight</li>
                                    <li>Value</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(KEYM) Key:
                        <ul>
                            <li>DATA
                                <ul>
                                    <li>Weight</li>
                                    <li>Value</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(LIGH) Light:
                        <ul>
                            <li>DATA
                                <ul>
                                    <li>Weight</li>
                                    <li>Value</li>
                                    <li>Time</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(MISC) Misc. Item:
                        <ul>
                            <li>DATA
                                <ul>
                                    <li>Weight</li>
                                    <li>Value</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(SLGM) Soul Gem:
                        <ul>
                            <li>DATA
                                <ul>
                                    <li>Weight</li>
                                    <li>Value</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                    <li>(WEAP) Weapon:
                        <ul>
                            <li>DATA
                                <ul>
                                    <li>Weight</li>
                                    <li>Value</li>
                                    <li>Damage</li>
                                </ul>
                            </li>
                            <li>DNAM
                                <ul>
                                    <li>Speed</li>
                                    <li>Reach</li>
                                    <li>Stagger</li>
                                </ul>
                            </li>
                            <li>(EAMT) Enchantment Amount</li>
                            <li>(CRTD) Critical Data
                                <ul>
                                    <li>Damage</li>
                                    <li>Multiplier</li>
                                    <li>Effect</li>
                                </ul>
                            </li>
                        </ul>
                    </li>
                </ul>
            </td>
        </tr>
        <tr>
            <td id="TextSkyrim">Text</td>
            <td>Modifies long-form text (e.g. the text in a book or the description of a weapon, armor, spell, etc.) of things.</td>
            <td>The following subrecords:
                <ul>
                    <li>(ACTI) Activator
                        <ul>
                            <li>(RNAM) Activate Text Override</li>
                        </ul>
                    </li>
                    <li>(ALCH) Ingestible:
                        <ul>
                            <li>(DESC) Description</li>
                        </ul>
                    </li>
                    <li>(AMMO) Ammunition:
                        <ul>
                            <li>(DESC) Description</li>
                        </ul>
                    </li>
                    <li>(APPA) Alchemical Apparatus:
                        <ul>
                            <li>(DESC) Description</li>
                        </ul>
                    </li>
                    <li>(ARMO) Armor:
                        <ul>
                            <li>(DESC) Description</li>
                        </ul>
                    </li>
                    <li>(AVIF) Actor Value Information:
                        <ul>
                            <li>(DESC) Description</li>
                        </ul>
                    </li>
                    <li>(BOOK) Book:
                        <ul>
                            <li>(DESC) Book Text</li>
                            <li>(CNAM) Description</li>
                        </ul>
                    </li>
                    <li>(CLAS) Class:
                        <ul>
                            <li>(DESC) Description</li>
                        </ul>
                    </li>
                    <li>(LSCR) Loading Screen:
                        <ul>
                            <li>(DESC) Info Text shown while loading</li>
                        </ul>
                    </li>
                    <li>(MESG) Message:
                        <ul>
                            <li>(DESC) Message Text</li>
                        </ul>
                    </li>
                    <li>(MGEF) Magic Effect:
                        <ul>
                            <li>(DNAM) Magic Item Description</li>
                        </ul>
                    </li>
                    <li>(PERK) Perk:
                        <ul>
                            <li>(DESC) Description</li>
                        </ul>
                    </li>
                    <li>(SCRL) Scroll:
                        <ul>
                            <li>(DESC) Description</li>
                        </ul>
                    </li>
                    <li>(SHOU) Shout:
                        <ul>
                            <li>(DESC) Description</li>
                        </ul>
                    </li>
                    <li>(SPEL) Spell:
                        <ul>
                            <li>(DESC) Description</li>
                        </ul>
                    </li>
                    <li>(WEAP) Weapon:
                        <ul>
                            <li>(DESC) Description</li>
                        </ul>
                    </li>
                </ul>
                <strong>Note:</strong> RACE records are not patched by this tag, use R.Description for that.
            </td>
        </tr>
    </tbody>
</table>

<table>
    <thead>
        <tr>
            <th colspan="3">Bash Tags Available For Fallout 4.</th>
        </tr>
        <tr>
            <th>Tag</th>
            <th>Used when the Mod</th>
            <th>Specific Record Types/Changes Supported.</th>
        </tr>
    </thead>
    <tbody>
        <tr>
            <td id="ObjectBoundsFO4">ObjectBounds</td>
            <td>Changes the object bounds of things.</td>
            <td>The (OBND) Object Bounds subrecord in the following record types:
                <ul>
                    <li>(LVLI) Leveled Item</li>
                    <li>(LVLN) Leveled NPC</li>
                </ul>
            </td>
        </tr>
    </tbody>
</table>

<h3 id="patch-filter">Merge Filtering <a class="back2top" href="#contents">Back to top</a></h3>
<p>Merge filtering is an advanced option that allows records in a merged mod to be selectively filtered according to the current load order. For example, a patch mod could be created to rebalance weapons from several different weapon-adding mods. This feature would allow the patch to be used even if you didn't use all the mods, and the Bashed Patch would just apply the bits for the mods you do use. This saves the need for a separate patch plugin for each mod.
<p>Merge filtering has requisite conditions that must be fulfilled for a plugin to take advantage of it, and some limitations. These conditions and limitations are:
<ul>
    <li>The plugin must be mergeable and tagged with <code>Filter</code>.
    <li>The plugin must not be active at the time the patch is built. Note that if the user doesn't have all the plugin's masters installed, it will have to remain deactivated at all times.
    <li>Filtering is done according to the currently active plugins: it is therefore very important that all the desired plugins are active when the Bashed Patch is built.
    <li>Filtering is mostly limited to the top level, ie. if the plugin a record is from is missing, the record will be skipped. However, if a record references another record, and the latter's plugin is missing, the former will not be skipped, and the Bashed Patch will end up dependent on the latter's plugin being installed.
    <li>There are a few exceptions to the above limitation. The following table
        lists subrecords that contain lists of FormIDs. Any entries in such
        lists that do not map back to a loaded mods are simply filtered out by
        the Bashed Patch when performing merge filtering:</li>
</ul>
<table>
    <thead>
        <tr>
            <th colspan="3">Filtered Subrecords</th>
        </tr>
        <tr>
            <th>Record Type</th>
            <th>Subrecords</th>
            <th>Available For</th>
        </tr>
    </thead>
    <tbody>
        <tr>
            <td>(COBJ) Constructible Object</td>
            <td>
                <ul>
                    <li>(INAM) Items</li>
                </ul>
            </td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>(CONT) Container</td>
            <td>
                <ul>
                    <li>(INAM) Items</li>
                </ul>
            </td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>(CREA) Creature</td>
            <td>
                <ul>
                    <li>(CNTO) Items</li>
                    <li>(SNAM) Factions</li>
                    <li>(SPLO) Spells</li>
                </ul>
            </td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>(LVLC) Leveled Creature</td>
            <td>
                <ul>
                    <li>(LVLO) Entries</li>
                </ul>
            </td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>(LVLI) Leveled Item</td>
            <td>
                <ul>
                    <li>(LVLO) Entries</li>
                </ul>
            </td>
            <td>All games</td>
        </tr>
        <tr>
            <td>(LVLN) Leveled Non-Player Character</td>
            <td>
                <ul>
                    <li>(LVLO) Entries</li>
                </ul>
            </td>
            <td>All but Oblivion</td>
        </tr>
        <tr>
            <td>(LVSP) Leveled Spell</td>
            <td>
                <ul>
                    <li>(LVLO) Entries</li>
                </ul>
            </td>
            <td>All but Fallout 3, Fallout&colon; New Vegas &amp; Fallout 4</td>
        </tr>
        <tr>
            <td>(NPC_) Non-Player Character</td>
            <td>
                <ul>
                    <li>(CNTO) Items</li>
                    <li>(SNAM) Factions</li>
                    <li>(SPLO) Spells</li>
                </ul>
            </td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>(OTFT) Outfit</td>
            <td>
                <ul>
                    <li>(INAM) Items</li>
                </ul>
            </td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
    </tbody>
</table>


<h3 id="patch-iim">Item Interchange Mode <a class="back2top" href="#contents">Back to top</a></h3>
<p>Item Interchange Mode is a 'hack' (a horribly inelegant and inconsistent implementation of a feature that nonetheless works) to support Vacuity's Item Interchange mod.
<p>Activation of the mode for a plugin relies on the following conditions:
<ul>
    <li>The plugin is tagged with <code>IIM</code>.
    <li>The plugin is being merged into the Bashed Patch.
    <li>The plugin is tagged with <code>Filter</code>.
</ul>
<p>Item Interchange Mode has the following effects:
<ul>
    <li>Prevents the records in the plugin from being merged into the Bashed Patch, apart from leveled list records, which are merged in.
    <li>Prevents all the patch components except from the Leveled Lists and Import Inventory from even looking at the plugin.
    <li>Causes Import Inventory to ignore all changes in the plugin except inventory changes.
</ul>


<h3 id="patch-tweaks">Tweak Options In Detail <a class="back2top" href="#contents">Back to top</a></h3>
<p>Each <q>Tweak...</q> section has a table below that details the options found within it.
<p>Unless a table explicitly lists the games for which each of its tweaks is
    available, they are only available for Oblivion.</p>
<table>
    <thead>
        <tr><th colspan="3">Tweak Actors</th></tr>
        <tr><th>Tweak</th><th>Description</th><th>Available For</th></tr>
    </thead>
    <tbody>
        <tr><td>As Intended: Boars</td><td>Adds the Bethesda Boar Resistances spells to all boars (found by the UOP team, based off of a mod made by Tejon).</td><td>Oblivion</td></tr>
        <tr><td>As Intended: Imps</td><td>Adds the Bethesda Imp Resistances spells to imps (found by the UOP team, based off of a mod made by Tejon). May choose to apply to all imps, only full size imps, or only implings.</td><td>Oblivion</td></tr>
        <tr><td>Irresponsible Creatures</td><td>Sets responsibility to 0 for all/specified creatures - so they can't report you for crimes.</td><td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas</td></tr>
        <tr><td>Mayu's Animation Overhaul Skeleton Tweaker</td><td>Sets NPC skeletons paths to match that required for MAO to work. <strong>Requires</strong> Mayu's Animation Overhaul or it will almost certainly cause CTDs.</td><td>Oblivion</td></tr>
        <tr><td>No Bloody Creatures</td><td>Nulls the blood records of all creatures; acts like 'Mart's Monster Mod - No Blood.esp' except it is universal and doesn't work with MMM (MMM uses a different system - it won't cause any harm if used with MMM, it will just have pretty much no effect).</td><td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td></tr>
        <tr>
            <td id="patch-tweak-actors-ogaf">Opposite Gender Anims: Female</td>
            <td>Enables or disables the 'Opposite Gender Anims' flag for all
                female NPCs. Similar to the 'Feminine Females' mod, but applies
                to your whole load order. If you're using this, you probably
                want <a href="#patch-tweak-races-fbggf">Force Behavior Graph
                    Gender: Female</a> as well.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special
                Edition</td>
        </tr>
        <tr>
            <td id="patch-tweak-actors-ogam">Opposite Gender Anims: Male</td>
            <td>Enables or disables the 'Opposite Gender Anims' flag for all
                male NPCs. Similar to the 'Feminine Females' mod, but applies
                to your whole load order. If you're using this, you probably
                want <a href="#patch-tweak-races-fbggm">Force Behavior Graph
                    Gender: Male</a> as well.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon; Special
                Edition</td>
        </tr>
        <tr><td>Quiet Feet</td><td>Removes all/some 'foot' sounds from creatures; on some computers can have a significant performance boost.</td><td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas</td></tr>
        <tr><td>Real Walk for female NPCs</td><td>Changes all female NPCs to use Mur Zuk's Real Walk. <strong>Requires</strong> Mur Zuk's Real Walk animation file.</td><td>Oblivion</td></tr>
        <tr><td>Redguard FGTS Nuller</td><td>Sets Redguard NPC FGTS subrecords to null; for use with Better Redguards.</td><td>Oblivion</td></tr>
        <tr><td>Sexy Walk for female NPCs</td><td>Changes all female NPCs to use Mur Zuk's Sexy Walk. <strong>Requires</strong> Mur Zuk's Sexy Walk animation file.</td><td>Oblivion</td></tr>
        <tr><td>VadersApp's Oblivion Real Bodies Skeleton Tweaker</td><td>Changes all (modded and vanilla) NPCs to use diverse skeletons for different look. Not compatible with MAO. <strong>Requires</strong> VadersApp's Oblivion Real Bodies.</td><td>Oblivion</td></tr>
        <tr><td>Vanilla Beast Skeleton Tweaker</td><td>Sets any NPCs using the vanilla non-beast skeleton path (skeleton.nif) to use the beast skeleton patch (skeletonbeast.nif). This avoids bugs when a mod changes the race of an NPC to a beast race without setting the skeleton path to the beast path, in which case the tail will appear to extend forever and weird stuff like that.</td><td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td></tr>
    </tbody>
</table>
<table>
    <thead>
        <tr><th colspan="3">Tweak Assorted</th></tr>
        <tr><th>Tweak</th><th>Description</th><th>Available For</th></tr>
    </thead>
    <tbody>
        <tr>
            <td>All Armor Playable</td>
            <td>Modifies non-playable armors to make them playable, unless the
                armor satisfies at least one of the following conditions (all
                checks are case-insensitive):
                <ul>
                    <li>It is unnamed.</li>
                    <li>It is scripted. &mdash; <strong>Oblivion, Fallout 3
                        &amp; Fallout New Vegas only.</strong></li>
                    <li>It contains no body flags set other than:
                        <ul>
                            <li>Right Ring &mdash; <strong>Oblivion
                                only</strong></li>
                            <li>Pipboy &mdash; <strong>Fallout 3 &amp; Fallout
                                New Vegas only</strong></li>
                        </ul>
                    </li>
                    <li>Its (FULL) Name or (EDID) Editor ID subrecord contains
                        any of the following words:
                        <ul>
                            <li>"briarheart"</li>
                            <li>"child"</li>
                            <li>"corpse"</li>
                            <li>"dummy"</li>
                            <li>"ghostly immobility"</li>
                            <li>"no wings"</li>
                            <li>"skin"</li>
                            <li>"test"</li>
                            <li>"token"</li>
                            <li>"tsaesci tail"</li>
                            <li>"werewolf"</li>
                            <li>"widget"</li>
                            <li>"willful"</li>
                        </ul>
                    </li>
                    <li>Its (FULL) Name or (EDID) Editor ID subrecord starts
                        with any of the following words:
                        <ul>
                            <li>"fx"</li>
                            <li>"zz"</li>
                        </ul>
                    </li>
                    <li>Its (FULL) Name or (EDID) Editor ID subrecord contains
                        both "see" and "me".</li>
                    <li>Its (FULL) Name or (EDID) Editor ID subrecord contains
                        "mark", except as part of "markynaz".</li>
                </ul>
            </td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>All Clothing Playable</td>
            <td>Modifies non-playable clothes to make them playable. The same
                conditions described above for <code>All Armor Playable</code>
                apply here too.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>All Guns Use Iron Sights Animation</td>
            <td>Makes more guns use the iron sights animation. You can choose
                whether to tweak all guns, only energy weapons, or only
                conventional weapons.</td>
            <td>Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Armor Shows Amulets</td>
            <td>Modifies playable armors to show amulets.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Armor Shows Rings</td>
            <td>Modifies playable armors to show rings.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Bow Reach Fix</td>
            <td>Some of the bows in Oblivion (and a few in user mods) have a
                reach of zero. Due to a bug in the Oblivion engine, if these
                bows are equipped by an NPC, the game will crash. This tweak
                changes bows with zero reach to have reach of 1.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Clothing Shows Amulets</td>
            <td>Modifies playable clothing to show amulets.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Clothing Shows Rings</td>
            <td>Modifies playable clothing to show rings.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>DarNified Books</td>
            <td>Tweaks book colours and fonts for use with DarNified UI.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Default Icons</td>
            <td>Sets a default icon for any records that don't have any icon
                assigned.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Disable Wind</td>
            <td>Sets wind speed for all weathers to 0; this means that bushes
                and trees don't move in the wind since there isn't any. May
                help on machines with low end graphic cards.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Faction Crime Gold Multiplier Fix</td>
            <td>Fix factions with unset Crime Gold Multiplier to have a Crime
                Gold Multiplier of 1.0.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Harvest Chance</td>
            <td>Sets the harvest chance of all flora to the desired
                chance.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Magic: Script Effect Icon Changer</td>
            <td>Changes the Script Effect icon to one of several choices, or to
                a custom icon.</td>
            <td>Oblivion</td>
        </tr>
        <tr>
            <td>Magic: Script Effect Silencer</td>
            <td>Script Effects will be silenced and have no graphics.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Magic: Summoning Absorption Fix</td>
            <td>Adds the "No Absorb/Reflect" flag to all summoning spells. The
                absence of that flag can make summoning spells fail if you have
                any sources of spell absorption, e.g. perks or spells.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Mark All Water As Damaging</td>
            <td>Adds the "Causes Damage" flag to every type of water in the
                game. Useful if you use needs mods (e.g. iNeed, RND, etc.) that
                make use of this flag, since it avoids the need to patch every
                type of water manually.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>No Description Loading Screens</td>
            <td>Removes the description from loading screens.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp;
                Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>No Light Fade Value Fix</td>
            <td>Sets the fade values on all lights to a default of 1.0 if not
                already set.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>No Light Flicker</td>
            <td>Turns off flickering effects for lights. May help on machines
                with low end graphic cards.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Number of Uses For Pre-enchanted Weapons and Staves</td>
            <td>The charge amount and cast cost will be edited so that all
                enchanted weapons and staffs have the amount of uses specified.
                Cost will be rounded up to 1 (unless set to unlimited) so
                number of uses may not exactly match for all weapons.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Nvidia Fog Fix</td>
            <td>Ensures that cells have at least one non-zero fog value. For
                avoiding the Nvidia fog-related black screen. This feature is
                based on <a href="https://www.nexusmods.com/oblivion/mods/11167/?">Quarn's Nvidia Black Screen Fix</a>.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp;
                Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Reweigh: Ammunition</td>
            <td>Reweighs ammunition (e.g. arrows, bullets, etc.) to a maximum
                weight.
                <br>
                <br>
                <em>Note:</em> In Skyrim&colon; Special Edition, arrow weight
                is only used if you have the
                <a href="https://en.uesp.net/wiki/Skyrim:Survival_Mode">Survival Mode</a>
                creation installed.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout&colon;
                New Vegas &amp; Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Reweigh: Books</td>
            <td>Reweighs books to a maximum weight.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Reweigh: Ingestibles (Minimum)</td>
            <td>Reweighs ingestibles (potions and drinks, as well as food in
                newer games than Oblivion) to a minimum weight.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Reweigh: Ingredients</td>
            <td>Reweighs ingredients to a maximum weight. This does not affect
                ingredients with script effects or ones with OBME effects.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Reweigh: Potions (Maximum)</td>
            <td>Reweighs potions to a maximum weight. This does not affect
                potions with script effects, ones with OBME effects or with
                current weight &gt;= 1.0. Thus it should not affect alcoholic
                beverages or scripted "potions" like HTS water skins. Note that
                this is similar to, but not the same as, the Reweigh Potions
                command for savegames, which reweighs user created potions
                rather than mod created potions.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Reweigh: Staffs/Staves</td>
            <td>Reweighs staves to a maximum weight.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Right Hand Rings</td>
            <td>Makes rings behave more consistently by making all rings prefer
                to be on the right hand. With this tweak activated, rings will
                only equip to the left hand if the right hand has a ring, but
                the left hand does not. You can use this to make one ring
                permanently equipped - just equip it to the left hand and it
                will stay on until you specifically unequip it.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Set Sound Attenuation Levels</td>
            <td>The sound attenuation levels will be set to tweak%*current
                level, thereby increasing (or decreasing) the sound volume
                (lower attenuation = higher volume). Does not affect Nirnroots
                (see below).</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Set Sound Attenuation Levels: Nirnroots Only</td>
            <td>The sound attenuation levels will be set to tweak%*current
                level, thereby increasing (or decreasing) the sound volume
                (lower attenuation = higher volume). This one only affects
                Nirnroots (see above).</td>
            <td>Oblivion, Skyrim &amp; Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Set Sound Attenuation Levels: Vynroots Only</td>
            <td>Same as <q>Set Sound Attenutation Levels: Nirnroots Only</q>,
                but for games set in the Vyn universe.</td>
            <td>Nehrim&colon; At Fate's Edge &amp; Enderal&colon; Forgotten
                Stories</td>
        </tr>
        <tr>
            <td>Skyrim-style Weapons</td>
            <td>Sets all one handed weapons as blades, two handed weapons as
                blunt.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Uniform Groundcover</td>
            <td>Eliminates the random variation in groundcover (grass, vines,
                shrubs, etc). Tall groundcover will still be taller than short
                groundcover, but there will be less variation in size. May help
                on lower end machines.</td>
            <td>All but Fallout 4</td>
        </tr>
    </tbody>
</table>
<table>
    <thead>
        <tr>
            <th colspan="3">Tweak Clothes</th>
        </tr>
        <tr>
            <th>Tweak</th>
            <th>Description</th>
            <th>Available For</th>
        </tr>
    </thead>
    <tbody>
        <tr>
            <td>Gloves Show Rings</td>
            <td>Prevents gloves from hiding rings.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Max Weight Amulets</td>
            <td>Sets the maximum weight of amulets in the game. Amulets with
                higher weights will have their weight set to this value.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Max Weight Hoods</td>
            <td>Sets the maximum weight of hoods in the game. Hoods with higher
                weights will have their weight set to this value.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Max Weight Rings</td>
            <td>Sets the maximum weight of rings in the game. Rings with higher
                weights will have their weight set to this value.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Robes Show Amulets</td>
            <td>Forces all robes to show amulets.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Robes Show Pants</td>
            <td>Allows you to wear pants/skirts/greaves with robes. This is
                useful for armor and enchantment. Not recommended because
                graphics clipping is common.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Unlimited Amulets</td>
            <td>Allows you to wear an unlimited number of amulets. Not
                recommended because it is unbalancing and it prevents amulets
                from displaying (i.e., they won't appear around your or NPC's
                necks). Note also that this will affect any and all clothes
                that are flagged as amulets, whether they really are amulets
                or not (e.g. many capes from Hemingwey's Capes are
                affected).</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Unlimited Rings</td>
            <td>Allows you to wear an unlimited number of rings. Not
                recommended because it is unbalancing and it prevents rings
                from displaying (i.e., they won't appear on your or NPC's
                fingers). Note also that this will affect any and all clothes
                that are flagged as rings, whether they really are rings or
                not.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
    </tbody>
</table>
<p id="patch-tweak-names-note"><strong>Note regarding Tweak Names:</strong>
Almost all the <em>Sort: </em> tweaks will skip records whose (FULL) Name
starts with one of the following characters: <code>+</code>, <code>-</code>,
<code>=</code>, <code>.</code>, <code>(</code>, <code>)</code>, <code>[</code>,
<code>]</code>, <code>&lt;</code>, <code>&gt;</code>. The reason for this is because
items with names that start with such characters are almost always special,
mod-added items that should not be touched by these tweaks. Exceptions will be
noted in the description of the tweak.</p>
<table>
    <thead>
        <tr>
            <th colspan="3">Tweak Names</th>
        </tr>
        <tr>
            <th>Tweak</th>
            <th>Description</th>
            <th>Available For</th>
        </tr>
    </thead>
    <tbody>
        <tr>
            <td>Append Ammunition Weight</td>
            <td>Appends the ammunition weight of (AMMO) Ammunition records to
                the end of their name. Weight is formatted using exactly two
                decimal places, i.e. <q>0.1</q> will be shown as <q>0.10</q>,
                while <q>0.001</q> will be shown as <q>0.00</q>.
                <br>
                For <strong>Fallout 3</strong>, this tweak does nothing unless
                you have
                <a href="https://www.nexusmods.com/fallout3/mods/2761">FO3
                    Wanderers Edition (FWE)</a> installed. If you do have it
                installed, it uses the FWE ammo weight to rename.
                <br>
                <br>
                You can also specify a custom format. It must contain a single
                <code>%s</code> specifier, which will be replaced by the
                ammunition weight. For example, the custom format
                <code>&nbsp;%s</code> would rename ammunition called <q>BB</q>
                with a weight of 0.01 to <q>BB 0.01</q>.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp;
                Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td id="patch-tweak-names-bpc">Body Part Codes</td>
            <td>This determines what codes will be used for tweaking armor and
                clothes covering various body parts. What types of items the
                code letters are assigned to varies from game to game. They are
                assigned in the following order:
                <table>
                    <thead>
                        <tr>
                            <th>Oblivion &amp; Nehrim&colon; At Fate's
                                Edge</th>
                            <th>Fallout 3 &amp; Fallout&colon; New Vegas</th>
                        </tr>
                    </thead>
                    <tbody>
                        <tr>
                            <td>
                                10 categories of items:
                                <ul>
                                    <li>Amulets</li>
                                    <li>Rings (left or right ring)</li>
                                    <li>Gloves</li>
                                    <li>Helmets (head or hair)</li>
                                    <li>Tail items</li>
                                    <li>Robes (upper and lower body)</li>
                                    <li>Chest</li>
                                    <li>Pants/Greaves</li>
                                    <li>Boots/Shoes</li>
                                    <li>Shields</li>
                                </ul>
                                For example, the value <code>ARGHTCCPBS</code>
                                will assign <q>A</q> to amulets, <q>R</q> to
                                rings, <q>G</q> to gloves, etc.
                            </td>
                            <td>
                                7 categories of items:
                                <ul>
                                    <li>Head (head, hair, headband or
                                        hair)</li>
                                    <li>Body</li>
                                    <li>Gloves (left or right hand)</li>
                                    <li>Pipboy</li>
                                    <li>Backpack</li>
                                    <li>Fancy (necklace, eyeglasses, nose ring,
                                        earrings, mask, coker or mouth
                                        object)</li>
                                    <li>Accessory (body addon 1, 2 or 3)</li>
                                </ul>
                                For example, the value <code>HAGPBFE</code>
                                will assign <q>H</q> to head armor, <q>A</q> to
                                body armor, <q>G</q> to gloves, etc.
                            </td>
                        </tr>
                    </tbody>
                </table>
                You can specify a custom value as well. It is specified as a
                string that must have the same length as the number of codes.
                See the examples in the table up above.
            </td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp;
                Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Lore Friendly Text: Dwarven -&gt; Dwemer</td>
            <td>Changes any usage of the word <q>Dwarven</q> or <q>Dwarf</q> to
                use <q>Dwemer</q> instead in order to better follow lore
                (case-insensitive, but preserves case).</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Proper English Text: Dwarfs -&gt; Dwarves</td>
            <td>Renames any instances of <q>Dwarfs</q> to <q>Dwarves</q>
                (case-insensitive, but preserves case).</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Proper English Text: Staffs -&gt; Staves</td>
            <td>Renames any instances of <q>Staffs</q> to <q>Staves</q>
                (case-insensitive, but preserves case).</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Skyrim-style Text: Fatigue -&gt; Stamina</td>
            <td>Renames any instances of <q>Fatigue</q> to <q>Stamina</q>
                (case-insensitive, but preserves case).</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Skyrim-style Text: Marksman -&gt; Archery</td>
            <td>Renames any instances of <q>Marksman</q> to <q>Archery</q> or
                <q>Archer</q>, depending on whether or not they are preceded by
                an article (case-insensitive, but preserves case).</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Skyrim-style Text: Security -&gt; Lockpicking</td>
            <td>Renames any instances of <q>Security</q> to <q>Lockpicking</q>,
                except in books because of the huge number of false positives
                (case-insensitive, but preserves case).</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td id="patch-tweak-names-sa">Sort: Armor</td>
            <td>Tweaks names of armors to make them sort more easily in the
                inventory. The tweak options specify the format used to change
                armor names. They prepend two letters and optionally the armor
                rating to the armor name. The first letter is one of the ones
                from the <a href="#patch-tweak-names-bpc">Body Part Codes</a>
                tweak, the second one is an <q>L</q> if the armor is light and
                an <q>H</q> if the armor is heavy.
                <br>
                <br>
                You can specify a custom value as well. It must contain a
                single <code>%s</code> format specifier, which will be replaced
                by the two letters mentioned above. It may contain a single
                <code>%02d</code> format specifier, which will be replaced with
                the armor rating. For example, the custom format
                <code>[%s: %02d]&nbsp;</code> would rename an armor called
                <q>Leather Boots</q> with an armor rating of 2 to
                <q>[BL: 02] Leather Boots</q>.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Sort: Armor/Clothes</td>
            <td>Same as the <a href="#patch-tweak-names-sa">Sort: Armor</a> and
                <a href="#patch-tweak-names-sc">Sort: Clothes</a> tweaks
                combined. In newer games, there is no real distinction between
                the two anymore.
                <br>
                <br>
                For Fallout 3 &amp; Fallout&colon; New Vegas, the second letter
                can also be <q>P</q>, which indicates power armor.
                <br>
                For Fallout&colon; New Vegas, it can also be <q>M</q>, which
                indicates medium armor.</td>
            <td>Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td id="patch-tweak-names-sc">Sort: Clothes</td>
            <td>Tweaks names of clothes to make them sort more easily in the
                inventory. Works similarly to the
                <a href="#patch-tweak-names-sa">Sort: Armor</a> tweak, but the
                second letter does not exist (since there are no light or heavy
                clothes) and there is no way to display armor rating (since
                clothes do not have armor rating).
                <br>
                <br>
                You can specify a custom value as well. It must contain a
                single <code>%s</code> format specifier, which will be replaced
                by the two letters mentioned above. For example, the custom
                format <code>%s*&nbsp;</code> would rename a piece of clothing
                called <q>Grey Trousers</q> to <q>P* Grey Trousers</q>.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Sort: Ingestibles</td>
            <td>Tweaks names of ingestibles (potions and drinks, as well as
                food in newer games than Oblivion) to make them sort more
                easily in the inventory. This tweak behaves quite differently,
                depending on the game:
                <ul>
                    <li><strong>Oblivion &amp; Nehrim&colon; At Fate's
                        Edge:</strong>
                        <br>
                        Always prepends a <q>.</q> if the ingestible is marked
                        as food, regardless of the chosen format. For example,
                        a drink called <q>Beer</q> would be renamed to
                        <q>.Beer</q>.
                        <br>
                        Poisons (potions with only harmful effects) will have
                        two letters prepended: an <q>X</q> and a letter
                        corresponding to the primary effect's school:
                        <table id="patch-tweak-names-schools">
                            <thead>
                                <tr>
                                    <th>School</th>
                                    <th>Code</th>
                                </tr>
                            </thead>
                            <tbody>
                                <tr>
                                    <td>Alteration</td>
                                    <td>A</td>
                                </tr>
                                <tr>
                                    <td>Conjuration</td>
                                    <td>C</td>
                                </tr>
                                <tr>
                                    <td>Destruction</td>
                                    <td>D</td>
                                </tr>
                                <tr>
                                    <td>Illusion</td>
                                    <td>I</td>
                                </tr>
                                <tr>
                                    <td>Mysticism</td>
                                    <td>M</td>
                                </tr>
                                <tr>
                                    <td>Restoration</td>
                                    <td>R</td>
                                </tr>
                                <tr>
                                    <td>Unknown</td>
                                    <td>U</td>
                                </tr>
                            </tbody>
                        </table>
                        For example, using the format <code>%s:&nbsp;</code>, a
                        poison called called <q>Poison of Weakness</q> with a
                        primary effect from the school of Destruction would be
                        renamed to <q>XD: Poison of Weakness</q>.
                        <br>
                        Potions (all ALCH records that don't fall into the two
                        categories above) will only have the primary effect
                        letter prepended. For example, using the format from
                        above, a potion called <q>Potion of Regeneration</q>
                        with an effect from the school of Restoration would be
                        renamed to <q>R: Potion of Regeneration</q>.
                    </li>
                    <li><strong>Fallout 3 &amp; Fallout&colon; New
                        Vegas:</strong>
                        Every ingestible will have a single letter prepended,
                        based on its (ETYP) Equipment Type and whether or not
                        the Food Item flag is set in (ENIT) Effect Data:
                        <table>
                            <thead>
                                <tr>
                                    <th>Condition</th>
                                    <th>Code</th>
                                </tr>
                            </thead>
                            <tbod>
                                <tr>
                                    <td>Equipment Type is Chems (10)</td>
                                    <td>C</td>
                                </tr>
                                <tr>
                                    <td>Equipment Type is Stimpak (11)</td>
                                    <td>S</td>
                                </tr>
                                <tr>
                                    <td>Equipment Type is Food (12), Food Item
                                        flag is set</td>
                                    <td>F</td>
                                </tr>
                                <tr>
                                    <td>Equipment Type is Food (12), Food Item
                                        flag is not set
                                        <br>
                                        <em>(Other, includes e.g. skill
                                        magazines)</em></td>
                                    <td>O</td>
                                </tr>
                                <tr>
                                    <td>Equipment Type is Alcohol (13)</td>
                                    <td>A</td>
                                </tr>
                                <tr>
                                    <td>None of the previous conditions hold
                                        <br>
                                        <em>(Unknown, probably a special mod
                                            item)</em></td>
                                    <td>U</td>
                                </tr>
                            </tbod>
                        </table>
                        For example, using the format <code>#%s&nbsp;</code>,
                        an item called <q>Radroach Meat</q> with an Equipment
                        Type of Food (12) and the Food Item flag set would be
                        renamed to <q>#F Radroach Meat</q>.
                    </li>
                </ul>
                You can specify a custom value as well. It must contain a
                single <code>%s</code> format specifier, which will be replaced
                by the letter codes detailed above, and may contain any other
                characters. See the examples listed above.
            </td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp;
                Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Sort: Notes/Scrolls</td>
            <td>Tweaks names of notes and scrolls to make them sort more easily
                in the inventory. Each note/scroll will have a <q>~</q> or a
                <q>.</q> as prepended (note that the <q>~</q> will not display
                in the inventory). Formats that start with a <q>~</q> will
                prepend the <q>~</q> to enchanted scrolls and the <q>.</q> to
                notes. Formats that start with a <q>.</q> function in reverse.
                You can also choose to include a letter denoting the magic
                school that the first effect on the scroll belongs to.
                <br>
                <br>
                You can specify a custom value as well. It must start with
                either <q>~</q> or <q>.</q>, as described above, and may
                contain a single <code>%s</code> specifier, which will be
                replaced by a letter matching the primary effect's school (see
                <a href="#patch-tweak-names-schools">the table from above</a>).
                For example, the custom format <code>~&lt;%s&gt;&nbsp;</code> would rename
                an enchanted scroll called <q>Fireball</q> to <q>~&lt;D&gt;
                    Fireball</q> and a regular note called <q>Handwritten
                    Note</q> to <q>.Handwritten Note</q>.
            </td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Sort: Spells</td>
            <td>Tweaks names of spells to make them sort more easily in the
                menu. Each spell can have a letter denoting its primary school
                (see <a href="#patch-tweak-names-schools">the table from
                    above</a>) and/or the spell level prepended.
                <br>
                <br>
                You can specify a custom value as well. It may contain a single
                <code>%s</code> specifier, a single <code>%02d</code>
                specifier, both, or neither. For example, the custom format
                <code>%s|%02d&nbsp;</code> would rename a spell called
                <q>Fireball</q> from the school of Destruction with a level of
                2 to <q>D|02 Fireball</q>.
            </td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td id="patch-tweak-names-swa">Sort: Weapons/Ammunition</td>
            <td>Tweaks names of weapons and ammunition to make them sort more
                easily in the inventory. For (WEAP) Weapon records, a single
                letter indicating the weapon type is prepended:
                <table>
                    <thead>
                        <tr>
                            <th>Weapon Type</th>
                            <th>Code</th>
                        </tr>
                    </thead>
                    <tbody>
                        <tr>
                            <td>Blade One Hand (0)</td>
                            <td>C</td>
                        </tr>
                        <tr>
                            <td>Blade Two Hand (1)</td>
                            <td>D</td>
                        </tr>
                        <tr>
                            <td>Blunt One Hand (2)</td>
                            <td>E</td>
                        </tr>
                        <tr>
                            <td>Blunt Two Hand (3)</td>
                            <td>F</td>
                        </tr>
                        <tr>
                            <td>Staff (4)</td>
                            <td>G</td>
                        </tr>
                        <tr>
                            <td>Bow (5)</td>
                            <td>B</td>
                        </tr>
                        <tr>
                            <td>Other (any other value)</td>
                            <td>O</td>
                        </tr>
                    </tbody>
                </table>
                For (AMMO) Ammunition records, an <q>A</q> is used instead.
                In either case, you can also choose to include the damage dealt
                by the weapon/ammunition.
                <br>
                <strong>Note:</strong> This tweak does not ignore records
                starting with the <a href="#patch-tweak-names-note">special
                    characters</a> outlined in the note above.
                <br>
                <br>
                You can specify a custom value as well. It must contain a
                single <code>%s</code> specifier and may contain a single
                <code>%02d</code> specifier. For example, the custom format
                <code>W%s%02d&nbsp;</code> would rename a weapon called
                <q>Elven Bow</q> with a damage of 14 to <q>WB14 Elven Bow</q>.
            </td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Sort: Weapons</td>
            <td>Similar to <a href="#patch-tweak-names-swa">Sort:
                Weapons/Ammunition</a>. Does not support ammunition (since AMMO
                records do not have damage in these games) and uses a different
                set of codes based on the (ETYP) Equipment Type:
                <table>
                    <thead>
                        <tr>
                            <th>Equipment Type</th>
                            <th>Code</th>
                        </tr>
                    </thead>
                    <tbody>
                        <tr>
                            <td>Big Guns (0)</td>
                            <td>B</td>
                        </tr>
                        <tr>
                            <td>Energy Weapons (1)</td>
                            <td>E</td>
                        </tr>
                        <tr>
                            <td>Small Guns (2)</td>
                            <td>S</td>
                        </tr>
                        <tr>
                            <td>Melee Weapons (3)</td>
                            <td>M</td>
                        </tr>
                        <tr>
                            <td>Unarmed Weapons (4)</td>
                            <td>U</td>
                        </tr>
                        <tr>
                            <td>Thrown Weapons (5)</td>
                            <td>T</td>
                        </tr>
                        <tr>
                            <td>Mine (6)</td>
                            <td>L</td>
                        </tr>
                        <tr>
                            <td>Other (any other value)</td>
                            <td>O</td>
                        </tr>
                    </tbody>
                </table>
                You can specify a custom value as well. It must contain a
                single <code>%s</code> specifier and may contain a single
                <code>%02d</code> specifier. For example, the custom format
                <code>%s%02d$&nbsp;</code> would rename a weapon called
                <q>BB Gun</q> with a damage of 10 to <q>S10$ BB Gun</q>.</td>
            <td>Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
    </tbody>
</table>
<p><strong>Note regarding Tweak Settings:</strong> In some cases for newer
    games the following Tweaks may become a permanent part of your saves, and
    so should be set prior to starting a new game.
    <br>
    Trying to change settings in a continued game by rebuilding your Bashed
    Patch may fail for games newer than Oblivion &amp; Nehrim&colon; At Fate's Edge,
    because the setting will be loaded from your save file (which the game
    loads last, after the Bashed Patch).
    <br>
    For example, <em>World: Timescale</em>, once changed, is known to become
    permanently baked in your save game for Skyrim, Enderal&colon; Forgotten Stories
    &amp; Skyrim&colon; Special Edition. It can be set once, but thereafter is part of
    your saves, and can only be changed by console command or by starting a new
    game.</p>
<table>
    <thead>
        <tr><th colspan="3">Tweak Races</th></tr>
        <tr><th>Tweak</th><th>Description</th><th>Available For</th></tr>
    </thead>
    <tbody>
        <tr>
            <td>Bigger Nords and Orcs</td>
            <td>Adjusts the Orc and Nord race records (including mod added
                races named Orc/Nord) to be taller/heavier - to be more lore
                friendly. Three choices available - MMM settings, RBP settings
                or standalone Bigger Nords and Orcs settings.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Merge Eyes From Similar Races</td>
            <td>Merges eye lists from similar races, e.g. RBP Khajiit eyes to
                Elsweyr Khajiits.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp;
                Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Merge Hairs From Similar Races</td>
            <td>Merges hair lists from similar races, e.g. RBP Khajiit hair to
                Elsweyr Khajiits.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp;
                Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Playable Eyes</td>
            <td>Sets all eyes to be playable.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp;
                Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Playable Hairs</td>
            <td>Sets all hairs to be playable.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp;
                Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Playable Head Parts</td>
            <td>Sets all head parts to be playable.</td>
            <td>All but Oblivion, Nehrim&colon; At Fate's Edge &amp;
                Fallout 4</td>
        </tr>
        <tr>
            <td>Races Have All Eyes</td>
            <td>Gives all races all eyes - although Googly Eye scanning/removal
                takes place after this so the final patch will not have all
                eyes for all races.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp;
                Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Races Have All Hairs</td>
            <td>Gives all races all hairs.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp;
                Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Genderless Hairs</td>
            <td>Sets all hairs to be useable regardless of gender.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp;
                Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Genderless Head Parts</td>
            <td>Sets all head parts to be useable regardless of gender. The
                only exceptions are eyes and faces, which look extremely broken
                when used by a character with a different gender.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td id="patch-tweak-races-fbggf">Force Behavior Graph Gender:
                Female</td>
            <td>Changes whether or not female NPCs of certain races should use
                inverted gender animations (e.g. orcs). If you're using this,
                you probably want
                <a href="#patch-tweak-actors-ogaf">Opposite Gender Anims:
                    Female</a> as well.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td id="patch-tweak-races-fbggm">Force Behavior Graph Gender:
                Male</td>
            <td>Changes whether or not male NPCs of certain races should use
                inverted gender animations (e.g. orcs). If you're using this,
                you probably want
                <a href="#patch-tweak-actors-ogam">Opposite Gender Anims:
                    Male</a> as well.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
    </tbody>
</table>
<table>
    <thead>
        <tr><th colspan="3">Tweak Settings</th></tr>
        <tr><th>Tweak</th><th>Description</th><th>Available For</th></tr>
    </thead>
    <tbody>
        <tr>
            <td>Actor: Faster Shouts</td>
            <td>Decreases the time that the shout key must be held to shout
                multiple words. Custom is for the first word and the rest of
                the shout.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Actor: Greeting Distance</td>
            <td>Distance at which NPCs will greet the player.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Actor: Max Companions</td>
            <td>Sets the maximum number of companions that will follow the
                player.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Actor: Max Jump Height</td>
            <td>Increases the maximum allowed jump height. Note that this may
                allow you to go out of bounds or experience falling damage if
                set too high</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Actor: Merchant Restock Time</td>
            <td>The amount of time required for vendors to restock items and
                gold.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Actor: Strength Encumbrance Multiplier</td>
            <td>Actor strength * this multiplier = actor encumbrance
                capacity.</td>
            <td>All but Fallout 3 &amp; Fallout 4</td>
        </tr>
        <tr>
            <td>Actor: Training Limit</td>
            <td>Sets the training limit per level allowed by trainers.
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Actor: Unconsciousness Duration</td>
            <td>Time for which an essential NPC stays unconscious after being
                knocked out.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Actor: Vertical Object Detection</td>
            <td>Changes the vertical range in which NPCs detect objects. For
                custom values, the first one must be >= 0 and the second one
                must be <= 0.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>AI: Bump Reaction Delay</td>
            <td>Changes how long it takes until NPCs (particularly followers)
                that have commented on you bumping into them repeat that
                dialogue. Infinite effectively disables it.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>AI: Conversation Chance</td>
            <td>Chance of NPCs engaging in conversation in exteriors.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>AI: Conversation Chance - Interior</td>
            <td>Chance of NPCs engaging in conversation in interiors.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>AI: Max Active Actors</td>
            <td>The maximum number of actors for AI to be processing at once.
                <strong>Must</strong> be higher than
                <a href="#patchCombatMaxActors">Combat: Max Actors</a>.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>AI: Max Dead Actors</td>
            <td>The maximum number of dead actors allowed before the game
                begins to remove them.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>AI: Max Smile Distance</td>
            <td>Maximum distance for NPCs to start smiling.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Arrow: Litter Count</td>
            <td>Shot arrows will be automatically removed from the world if
                their number exceeds the Arrow Litter Count.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Arrow: Litter Time</td>
            <td>The period of time after which shot arrows will be
                automatically removed from the world.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Arrow: Max Arrows Attached to NPC</td>
            <td>The maximum number of arrows that can be sticking out of an
                NPC.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Arrow: Recovery from Actor</td>
            <td>Your chance of recovering an arrow shot into an actor
                (including arrows shot into player).</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Arrow: Speed</td>
            <td>Speed at which a full power arrow travels.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Bounty: Assault</td>
            <td>The bounty for attacking a "good" npc when observed.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Bounty: Horse Theft</td>
            <td>The bounty for stealing a horse.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Bounty: Jailbreak</td>
            <td>The bounty for escaping from jail.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Bounty: Murder</td>
            <td>The bounty for committing a witnessed murder.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Bounty: Pickpocketing</td>
            <td>The bounty for pickpocketing.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Bounty: Shapeshifting</td>
            <td>The bounty for transforming into a vampire lord or werewolf in
                front of people.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Bounty: Theft</td>
            <td>The bounty for stealing as a fraction of the item's value.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Bounty: Trespassing</td>
            <td>The bounty for trespassing.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Camera: Chase Distance</td>
            <td>Changes the maximum distance the chase camera can be moved away
                from the player. Very useful for creating a bird's eye view –
                but also a little bit unbalancing for that reason.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Camera: Chase Tightness</td>
            <td>Tightens up the 3rd person chase camera. Highest setting
                (x 3.0) essentially locks camera behind player.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Camera: PC Death Time</td>
            <td>This is how long the camera lingers on the player after
                player's death before the reload menu appears. (Even at
                "Unlimited", you can hit escape to force reload menu to
                appear.)</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Combat: Alchemy</td>
            <td>By default, you cannot craft alchemy items in combat.
                Disallowing it encourages you to be ready for battle ahead of
                time.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Combat: Auto Aim Fix</td>
            <td>Increase Auto Aim settings to a level at which snipers can
                benefit from them</td>
            <td>Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Combat: Critical Hit Chance</td>
            <td>The chance of a strike being a critical hit. 100% guarantees
                critical hits, 0% disables them.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Combat: Disable Projectile Dodging</td>
            <td>Removes the ability of NPCs to dodge projectiles being launched
                at them from range. This makes the game easier, but the dodging
                can look weird.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Combat: Faster Two-Handed Weapons</td>
            <td>Increases 2-hand weapon animation speed.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td id="patchCombatMaxActors">Combat: Max Actors</td>
            <td>The maximum number of actors that the engine will process in
                combat.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Combat: Max Ally Hits</td>
            <td>The maximum number of hits on an ally allowed in combat before
                the ally will attack the hitting character.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Combat: Maximum Armor Rating</td>
            <td>The maximum armor rating that you can get.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Combat: NPC Death XP Threshold</td>
            <td>Percentage of total damage you have to inflict in order to get
                XP.</td>
            <td>Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Combat: Recharge Weapons</td>
            <td>By default, you can recharge weapons during combat. Disallowing
                that encourages you to be ready for battle ahead of time.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Combat: Repair</td>
            <td>By default, you cannot repair items in combat. Disallowing it
                encourages you to be ready for battle ahead of time.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Combat: Stealth Damage Bonus</td>
            <td>Increases the amount of damage you do with daggers, bows and
                crossbows while sneaking.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Combat: VATS Player Damage Multiplier</td>
            <td>Multiplier of damage that player receives in VATS.</td>
            <td>Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Combat: VATS Playback Delay</td>
            <td>Seconds of delay after the VATS Camera finished playback.</td>
            <td>Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Compass: Disable</td>
            <td>Disables POI's (Points of Interest), Quest Markers, or both on
                the compass. This may not work with some UI mods, and can make
                some quests very hard to complete.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Compass: Recognition Distance</td>
            <td>Distance at which Points of Interest become visible on the
                compass. Lowest setting (x 0.25) is just a little farther than
                unvisited locations will be "found."</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Cost Multiplier: Enchantment</td>
            <td>The cost multiplier factor for enchanting.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Cost Multiplier: Recharge</td>
            <td>The cost multiplier factor for recharging.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Cost Multiplier: Repair</td>
            <td>The cost multiplier factor for repairing.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Cost Multiplier: Spell Making</td>
            <td>The cost multiplier factor for spellmaking.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Crime: Alarm Distance</td>
            <td>The distance from the player that NPCs will be alerted to
                crimes.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Crime: Force Jail</td>
            <td>The bounty level at which the player cannot pay the fine but
                has to go to jail.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Crime: Pickpocketing Chance</td>
            <td>Improve chances of successful pickpocketing. Custom values can
            set min and max chance.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Crime: Prison Duration Modifier</td>
            <td>Changes the bounty modifier for the amount of days you will
                spend in prison when choosing to serve your sentence. Days in
                prison is your bounty divided by this number.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Gore: Combat Dismember Part Chance</td>
            <td>The chance that body parts will be dismembered.</td>
            <td>Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Gore: Combat Explode Part Chance</td>
            <td>The chance that body parts will explode.</td>
            <td>Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Hacking: Maximum Number of Words</td>
            <td>The maximum number of words appearing in the terminal hacking
                mini-game.</td>
            <td>Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Hacking: Terminal Speed Adjustment</td>
            <td>The display speed at the time of terminal hacking.</td>
            <td>Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Leveled Creature Max Level Difference</td>
            <td>Maximum difference to player level for leveled creatures.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Leveled Item Max Level Difference</td>
            <td>Maximum difference to player level for leveled items.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Magic: Bolt Speed</td>
            <td>Speed at which at which magic bolts (projectiles) travel.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Magic: Chameleon Refraction</td>
            <td>Turns off the refraction effect for chameleon, but leaves the
                incremental transparency effect on.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Magic: Invisibility Detection Difficulty</td>
            <td>Determines how difficult it is for NPCs to see you while you
                are invisible.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Magic: Max Active Runes</td>
            <td>How many rune spells the player can have active
                simultaneously.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Magic: Max NPC Summons</td>
            <td>Sets the number of summons a NPC may have active at one
                time.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Magic: Max Player Summons</td>
            <td>Sets the number of summons the player may have active at one
                time. Normally less than Max NPC Summons.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Magic: Max Resistance</td>
            <td>Changes the maximum level of resistance a player can have to
                various forms of magic and disease.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Magic: Max Summons</td>
            <td>Sets the number of summons an actor may have active at one
                time. Affects both NPCs and the player.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Master of Mercantile Extra Gold Amount</td>
            <td>The extra barter gold all vendors have for a master of
                mercantile.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Movement: Base Speed</td>
            <td>Changes base movement speed.</td>
            <td>Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Movement: Fatigue from Running/Encumbrance</td>
            <td>Fatigue cost multiplier for running or encumbrance.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Movement: Sneak Multiplier</td>
            <td>Movement speed is multiplied by this when the actor is
                sneaking.</td>
            <td>Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Msg: Auto Saving</td>
            <td>Sets the message on autosaving to blank or either "." or
                "Hmm..." or a custom value entered by user.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Msg: Cannot Equip Item Fix</td>
            <td>Disables the 'You cannot equip this item' message because some
                Skyrim mods (e.g. Frostfall) use activatable misc objects that
                require it to be disabled to function properly.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Msg: Carrying Too Much</td>
            <td>Message when you are carrying too much to run.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Msg: Equip Misc. Item</td>
            <td>Sets the message on equipping a misc item to blank or either
                "." or "Hmm..." or a custom value entered by user.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Msg: Harvest Failure</td>
            <td>Sets the message on flora harvest failure to blank or either
                "." or "Hmm..." or a custom value entered by user.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Msg: Harvest Success</td>
            <td>Sets the message on flora harvest success to blank or either
                "." or "Hmm..." or a custom value entered by user.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Msg: Horse Stabled</td>
            <td>Sets the message on stabling a horse on fast travel to blank or
                either "." or "Hmm..." or a custom value entered by user.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Msg: Loading Area</td>
            <td>Sets the message when background loading area to blank or
                either "." or "Hmm..." or a custom value entered by user.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Msg: No Fast Travel</td>
            <td>Sets the message when attempting to fast travel when it is
                prohibited to blank or either "." or "Hmm..." or a custom value
                entered by user.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Msg: No Soul Gem Large Enough</td>
            <td>Sets the message when there is no soul gem large enough for a
                captured soul to blank or either "." or "Hmm..." or a custom
                value entered by user.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Msg: Not Enough Charge</td>
            <td>Sets the message on attempting to use an enchanted item with
                insufficient charge to blank or either "." or "Hmm..." or a
                custom value entered by user.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Msg: Quick Load</td>
            <td>Sets the message on quick loading to blank or either "." or
                "Hmm..." or a custom value entered by user.
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Msg: Quick Save</td>
            <td>Sets the message on quick saving to blank or either "." or
                "Hmm..." or a custom value entered by user.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Msg: Soul Captured</td>
            <td>Sets the message on capturing a soul to blank or either "." or
                "Hmm..." or a custom value entered by user.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Player: Fall Damage Threshold</td>
            <td>Changes the height at which you take fall damage.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Player: Fast Travel Time Multiplier</td>
            <td>Changes how much time passes while fast traveling. By default,
                it passes ~3x slower than if you had walked the distance.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Player: Horse Turning Speed</td>
            <td>Default Horse turning speed is rather slow. This allows you to
                increase it.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Player: Inventory Quantity Prompt</td>
            <td>Number of items in a stack at which point the game prompts for
                a quantity.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Player: Max Draggable Weight</td>
            <td>The max weight that can be dragged.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Player: PipBoy Light Keypress Delay</td>
            <td>Seconds of delay until the PipBoy light switches on.</td>
            <td>Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Player: Sprinting Cost</td>
            <td>Changes the stamina drain that occurs when sprinting.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Player: Underwater Breath Control</td>
            <td>How long the player can hold their breath while swimming - does
                not affect Argonians</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Prompt: Activate</td>
            <td>Changes the text on the 'Activate' prompt shown when
                interacting with objects.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Prompt: Open</td>
            <td>Changes the text on the 'Open' prompt shown when trying to open
                a door.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Prompt: Sit</td>
            <td>Changes the text on the 'Sit' prompt shown when interacting
                with chairs.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Prompt: Take</td>
            <td>Changes the text on the 'Take' prompt shown when taking
                items.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Prompt: Talk</td>
            <td>Changes the text on the 'Talk' prompt shown when interacting
                with people.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>Soul Trap: Common Soul Level</td>
            <td>The level at which NPC souls are considered 'common'.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Soul Trap: Grand Soul Level</td>
            <td>The level at which NPC souls are considered 'grand'.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Soul Trap: Greater Soul Level</td>
            <td>The level at which NPC souls are considered 'greater'.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Soul Trap: Lesser Soul Level</td>
            <td>The level at which NPC souls are considered 'lesser'. Anything
            lower than this is considered 'petty'.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Thieves Guild: Quest Attacking Penalty</td>
            <td>Sets the penalty cost for attacking while completing a Thieves
                Guild quest.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Thieves Guild: Quest Killing Penalty</td>
            <td>Sets the penalty cost for killing while completing a Thieves
                Guild quest.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Thieves Guild: Quest Stealing Penalty</td>
            <td>Sets the penalty cost for stealing while completing a Thieves
                Guild quest.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>UOP Vampire Aging and Face Fix.esp</td>
            <td>Duplicate of the UOP component that disables vampire aging
                (fixes a bug). Use instead of 'UOP Vampire Aging &amp; Face
                Fix.esp' to save an esp slot.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Visuals: Masser Size</td>
            <td>Changes the size of the moon Masser (the larger one) in the
                night sky.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Visuals: Masser Speed</td>
            <td>Changes how quickly the moon Masser (the larger one) moves in
                the night sky.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Visuals: NPC Blood</td>
            <td>Sets a few gmsts to use either user specified blood textures or
                no blood.</td>
            <td>Oblivion &amp; Nehrim&colon; At Fate's Edge</td>
        </tr>
        <tr>
            <td>Visuals: Secunda Size</td>
            <td>Changes the size of the moon Secunda (the smaller one) in the
                night sky.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Visuals: Secunda Speed</td>
            <td>Changes how quickly the moon Secunda (the smaller one) moves in
                the night sky.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>Visuals: Shell Camera Distance</td>
            <td>Maximum distance at which gun arisings (shell case, particle,
                decal, etc.) show from camera.</td>
            <td>Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Visuals: Shell Litter Count</td>
            <td>Maximum number of debris (shell case, etc) allowed in
                cell.</td>
            <td>Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Visuals: Shell Litter Time</td>
            <td>Time before shell cases fade away from cells.</td>
            <td>Fallout 3 &amp; Fallout&colon; New Vegas</td>
        </tr>
        <tr>
            <td>Warning: Exterior Distance to Hostiles</td>
            <td>Sets the minimum distance a hostile actor has to be from the
                player to allow the player to sleep/fast travel/etc. in
                exteriors.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>Warning: Interior Distance To Hostiles</td>
            <td>Sets the minimum distance a hostile actor has to be from the
                player to allow the player to sleep/fast travel/etc. in
                interiors.</td>
            <td>Oblivion, Nehrim&colon; At Fate's Edge, Skyrim,
                Enderal&colon; Forgotten Stories &amp;
                Skyrim&colon; Special Edition</td>
        </tr>
        <tr>
            <td>World: Cell Respawn Time</td>
            <td>Time that must pass after you've last visited a cell before the
                actors and items in it respawn. Note that choosing a longer
                duration will result in larger savegames.</td>
            <td>All but Fallout 4</td>
        </tr>
        <tr>
            <td>World: Cell Respawn Time (Cleared)</td>
            <td>Time that must pass after you've last visited a cell that
                you've cleared before the actors and items in it respawn. Note
                that choosing a longer duration will result in larger
                savegames.</td>
            <td>Skyrim, Enderal&colon; Forgotten Stories &amp; Skyrim&colon;
                Special Edition</td>
        </tr>
        <tr>
            <td>World: Timescale</td>
            <td>Sets the game's timescale.</td>
            <td>All but Fallout 4</td>
        </tr>
    </tbody>
</table>


<h3 id="patch-csv">Default CSV Files <a class="back2top" href="#contents">Back to top</a></h3>
<p>The following CSV files are supplied with Wrye Bash and are can be used when building your Bashed Patch.
<table>
    <thead>
        <tr><th colspan="3">Default CSV Files
        <tr><th colspan="2">CSV File<th>Description
    <tbody>
        <tr><td rowspan="2">Replace Form IDs<td>P1DCandles_Formids<td>Replaces the Form IDs of various candles to reference equivalents supplied by P1D's Candles For Kleptos.
        <tr><td>TI to Cobl_Formids<td>Replaces ingredients added by Tamrielic Ingredients with equivalents added by Cobl.
        <tr><td rowspan="5">Import Names<td>Guard_Names<td>Based on <a href="https://www.nexusmods.com/oblivion/mods/2326">Flak's Complete Names Project</a>, this CSV file gives unique names to guards, legion soldiers, couriers and a few other NPCs and creatures with generic names. It covers both vanilla Oblivion and Oscuro's Oblivion Overhaul.
        <tr><td>OOO_Potion_Names<td>Renames the alcoholic beverages back to vanilla names for those that don't like OOO's method of renaming them.
        <tr><td>Random_NPC_Alternate_Names<td>Does the same as <a href="#patchRandomNPCNames">Random NPC Names</a> below, but using different names.
        <tr><td id="patchRandomNPCNames">Random_NPC_Names<td>Gives unique names to generically named NPCs and renames some others from the following mods:
            <ul>
                <li>Crowded Roads Revamped by Spotty42
                <li>Crowded Roads Revisited by Smooth
                <li>Tamriel Travellers by Gratis_monsta
                <li>Crowded Cities 15/30 by Gratis_monsta
                <li>PT_RoamingNPCs by Gratis_monsta
            </ul>
        <tr><td>Rational_Names<td>Renames various items in the game to have more rational names. Based on Rational Names 2, minus the GMST settings for soulgem names, and expanded to cover the Shivering Isles, Oscuro's Oblivion Overhaul and a few more mods.
        <tr><td rowspan="2">Cobl Exhaustion<td>Assorted_Exhaust<td>Defines power exhaustion levels for greater powers from Oblivion, the Orrery DLC and Cobl.
        <tr><td>Kmacg94_Exhaust<td>Defines power exhaustion levels for greater powers from Race Balancing Project, Oblivion WarCry, Oscuro's Oblivion Overhaul and several other mods.
        <tr><td>Morph Factions<td>Bash_MFact<td>Used with Wrye Morph to provide faction morphing.
</table>


<h3 id="patch-lists">Leveled Lists <a class="back2top" href="#contents">Back to top</a></h3>
<p>The leveled list patcher is slightly odd in comparison to the others: it's effectively an <q>Import...</q> patcher, but its options are decided automatically by default.
<p>First, a bit of background. When different plugins alter the same leveled list, only the last loaded plugin's changes get applied. This tends not to be what is wanted. The leveled list patcher circumvents the issue by instead merging all the changes made to leveled lists and having this merged set of changes applied.
<p>The leveled list merging is dictated by related Bash Tags, and functions as follows.
<ul>
    <li>The load order of plugins is still important to the result of the leveled list patcher. It decides what plugins' effects override others.
    <li>Untagged plugins can only add new entries to leveled lists. If such a plugin adds an entry that already exists, it will be ignored. Furthermore, even if another plugin has already marked that entry as removed, it will not be re-added.
    <li><code>Delev</code> tagged plugins can remove entries from leveled lists. Any items present in such a plugin's masters but not in the plugin itself will be removed.
    <li><code>Relev</code> tagged plugins can relevel an existing entry (ie. change its levels and/or counts in the list), and can also override previous deletions of entries from leveled lists. However, it does not prevent a later-loading <code>Delev</code> tagged plugin from then removing an entry again.
    <li><code>Delev</code> and <code>Relev</code> tagged mods simply combines the effects of the <code>Delev</code> and <code>Relev</code> Bash Tags.
    <li>In addition to the above, if the <q>Remove Empty Sublists</q> checkbox is ticked, the leveled list patcher will remove any empty sublists from leveled lists.
    These would otherwise cause the leveled list to select nothing if such a sublist was picked in-game.
    However, the patcher cannot distinguish between leveled lists that are empty by mistake and ones that get filled at runtime,
    so this option is only safe to enable if you know your load order does not contain any mods with 'leveled list injectors'.</li>
</ul>
<p>It's best to simply ensure that your plugins have the correct tags and leave this section on automatic. To add plugins to or remove plugins from the list, uncheck the <q>Automatic</q> checkbox, and use the <q>Add</q> or <q>Remove</q> buttons. The latter will remove the currently selected plugin.
<p>To manually override the Delev/Relev Bash Tags for a plugin, right-click it in the section list and check or uncheck the relevant options as desired. To return to the automatic setting, select the <q>Auto</q> option in the right-click menu.


<h2 id="saves">Saves Tab <a class="back2top" href="#contents">Back to top</a></h2>
<h3 id="saves-overview">Overview <a class="back2top" href="#contents">Back to top</a></h3>
<figure>
    <img alt="Saves Tab" src="../bash/images/readme/saves.png">
    <figcaption>
      Wrye Bash's Saves tab.
    </figcaption>
</figure>
<p>The Saves tab allows you to manage many aspects related to your game's saves. Save files are found in the <code>My Games\[Game]\Saves</code> directory and have the file extension <code>.ess</code>. When you quicksave or autosave, the game backs up the previous quick/autosave by replacing the file extension with <code>.bak</code>. This backup may be restored by restoring its original file extension.
<p>If you have Pluggy and/or the game's Script Extender installed, each of your save files will have a corresponding <q>cosave</q> containing the Pluggy/OBSE/SKSE-specific data. These cosaves have file extensions <code>.pluggy</code>, <code>.obse</code>, <code>.skse</code> for Pluggy, OBSE and SKSE respectively.
<p>The Saves tab is divided into two sections: the main panel lists your save files and displays some of their details in its columns. The Save Details panel on the right displays some more information relating to the currently selected save file. It comprises of the following sections:
<table>
    <thead><tr><th>Section<th>Description
    <tbody>
        <tr><td>File Name<td>This is the filename of the save. Changing it here will rename the save file.
        <tr><td>Player Info<td>These three lines give the player character's name, their level, days have passed in-game, hours played and current location.
        <tr><td>O/P Flags<td> These two flags appear to the right of the player info, and indicate the presence of cosave files: O is for OBSE cosaves, and P is for Pluggy cosaves.
        <tr><td>Screenshot<td>The screenshot embedded in the save file, taken at the moment of saving.
        <tr><td>Masters List<td>The Masters list shows the plugins that the currently selected save file depends on, the load order
        (Mod Index) of that master in the save file, and the current load order of the master plugin if present and active.<br /><br />
        Masters in the list can be renamed if the corresponding plugin has been renamed. To rename a master, first allow editing from the
        masters list column context menu and then either left-click it and edit it in the column display, or right-click it and select <q>Change to...</q> to select the desired
        replacement plugin from the Data directory. Note that you should only do this if the new name is a new version of the same mod.
        Replacing a mod with an unrelated mod will cause file corruption.<br />
        If editing is allowed, items that are renamed inside Bash internal dictionaries appear <strong>bolded</strong> - on clicking on the masterlist they
        take their renamed values and the <em>Save</em> and <em>Cancel</em> buttons are enabled. You may click on Save to save the new master list,
        or on Cancel to revert displaying the non renamed masters.<br />
        Disallowing edits will revert the list to the original and disable Save and Cancel buttons (if no other fields are edited).<br />
            <ul>
                <li>Note that currently renaming the master in the OBSE/SKSE cosave is NOT supported (except for very old OBSE versions). If the
        save has a cosave this will most probably corrupt the cosave.
                See <a href="https://github.com/wrye-bash/wrye-bash/issues/236">the related issue</a> (help wanted).
            </ul>
        Masters can also be disabled (again if editing is allowed) if they have been removed and are preventing your save from loading, as may sometimes happen,
        by right-clicking them and selecting <q>Disable</q>. Note that logical errors may still occur that prevent the removal of
        the plugin dependency, but this will let the game <em>try</em> to remove the dependency.<br />
        <tr><td>MI<td>Master Index of the save game. This means the actual number of the masters in succession starting with e.g. 00 Skyrim.esm, or 00 Oblivion.esm, etc.<br />
        <tr><td>Current LO<td>Current load order in relation to the load order of the Active Plugins. Active Plugins should correspond with plugins.txt.
        <tr><td>Notes<td>This section can be used to keep notes on the save file.
</table>

<h3 id="saves-symbols">Color scheme for Save Game Files <a class="back2top" href="#contents">Back to top</a></h3>
<table>
    <thead>
        <tr>
            <th>Checkbox Colour</th>
            <th>Meaning</th>
        </tr>
    </thead>
    <tbody>
        <tr>
            <td><img alt="Purple" src="../bash/images/checkbox_purple_on.png"/></td>
            <td>Excellent. Exactly synced with the current load order.</td>
        </tr>
        <tr>
            <td><img alt="Blue" src="../bash/images/checkbox_blue_on.png"/></td>
            <td>Good. Compatible with the current load order. However, the
                current load order includes some plugins that are not used by
                this save game. You can use <a href="#savesActivateMasters">
                    Activate Masters</a> to sync active plugins to this
                save.</td>
        </tr>
        <tr>
            <td><img alt="Green" src="../bash/images/checkbox_green_on.png"/></td>
            <td>Good, but not in sync with the current active mods. You can use
                <a href="#savesActivateMasters">Activate Masters</a> to sync
                active plugins to this save.</td>
        </tr>
        <tr>
            <td><img alt="Orange" src="../bash/images/checkbox_orange_on.png"/></td>
            <td>Some plugins have changed order. The game and the TESCS/GECK/CK
                will adjust for this when loaded. However, if some of the
                plugins that you use made conflicting changes to the same item,
                a different plugin may now dominate because of the reordering.
                You can use <a href="#savesReorderMasters">Reorder Masters</a>
                to sync load order to this save.</td>
        </tr>
        <tr>
            <td><img alt="Red" src="../bash/images/checkbox_red_on.png"/></td>
            <td>A master is missing. You should check to make sure that you
                have not inadvertently renamed or removed the plugin.</td>
        </tr>
    </tbody>
</table>

<h3 id="saves-masters-symbols">Color scheme for Save Game Masters (MI &amp; Current LO) <a class="back2top" href="#contents">Back to top</a></h3>
<table>
    <thead>
        <tr><th>Checkbox Colour<th>Meaning
    <tbody>
        <tr><td><img alt="Blue" src="../bash/images/checkbox_blue_on.png"/><td>Good. Matches the Master Index of the save game at the time it was saved.
        <tr><td><img alt="Green" src="../bash/images/checkbox_green_on.png"/><td>Good, but the Master Index is not in sync with the Current load order.
        <tr><td><img alt="Orange" src="../bash/images/checkbox_orange_on.png"/><td>Some plugins have changed order. The plugin still exists in the Data folder but a plugin was added or removed before of after this plugin.
        <tr><td><img alt="Red" src="../bash/images/checkbox_red_on.png"/><td>A plugin is missing. If unintended then you should check to make sure that you have not inadvertently renamed or removed the plugin.
</table>

<h3 id="saves-profiles">Save Profiles <a class="back2top" href="#contents">Back to top</a></h3>
<p>Save profiles are like player accounts, in that they consist of a load order plus a set of save files. They can be used to allow safe and easy switching between different characters than may use different combinations of mods, or between different stages of the same character's life (where different mods have been used in each stage). They can also associate different versions of Oblivion.esm with different save profiles, using <a href="#tools-swapping">Oblivion.esm Swapping</a>.
<p>To create or modify save profiles, use the <a href="#savesEditProfiles">Edit Profiles...</a> command in the <q>Profile</q> submenu of the column header context menu. You can create a new save profile using <q>Add</q>, delete the selected existing save profile using <q>Remove</q> and rename the selected save profile using <q>Rename</q>. The central text field can be used to store notes on the selected save profile.
<p>To select a save profile, select it from the list visible in the <q>Profile</q> submenu of the column header context menu.
<p>To assign save files to a save profile, use the <a href="#savesMoveTo">Move To</a> or <a href="#savesCopyTo">Copy To</a> submenus in the save file context menu. This will also assign any related cosave files.


<h3 id="saves-face">Face Import <a class="back2top" href="#contents">Back to top</a></h3>
<p>Faces may be imported from saves to saves or plugins, or from plugins to saves. This allows you to preserve a character's appearance should you wish to restart a character, to roleplay as a particular character, or to turn your character into an NPC that may be encountered during playing, among other uses.
<p>To import a face to a save:
<ol>
    <li>Select the <a href="#savesImportFace">Import Face...</a> command in a save file's context menu.
    <li>Choose the source save or plugin in the file dialogue that is displayed.
    <li>Choose the actor whose face you want to import. Click on a face in the list to display its details. If an image is associated with the face, it will be displayed.
    <ul>
        <li>If you chose a source plugin, the plugin's NPCs will be listed.
        <li>If you chose a source save, the player character will be at the top of the list, possibly followed by some clones of the player that the game uses for various purposes and some other NPCs.
    </ul>
    <li>Use the checkboxes to select additional characteristics to import.
    <ul>
        <li><strong>The Race Import is incomplete.</strong> It will change the physical appearance and identification of the character, but not the racial powers.
        <li><strong>Use the Stats Import with care.</strong> In-game stats are a combination of base stats, magical modifiers and scripted modifications. This command only affects the base stats. As such, the in-game effect may be negative or bizarrely high. In addition, such alteration of stats often confuses releveling mods, and such a mod may require temporary removal so that stats are imported to a save which does not have it active. Such mods can be reinstalled once the stats have been imported.
    </ul>
    <li>Click the <q>Import</q> button to finish.
</ol>
<p>To import a face to a plugin:
<ol>
    <li>Create a new plugin using the <a href="#modsNewMod">New Mod</a> command from the <q>File</q> menu of the plugin context menu in the Mods tab.
    <li>Right-click the new plugin and select <a href="#modsImportFace">Import Face...</a>.
    <li>Choose the source save in the file dialogue that is displayed.
</ol>
<p>Some notes on the usage of Face Import:
<ul>
    <li>Face Import does not check for unique Editor IDs. The Construction Set will inform you of any duplicates and auto-rename them, though you will probably want to rename them manually as DUPLICATE0000 is not very informative.
    <li>If you want to associate an image with a face, save the image to <code>Data\Docs\Images\[EditorID].jpg</code>, where [EditorID] is the Editor ID of the face. The size of the image box is 250x210 pixels. Wrye Bash will scale down any image supplied to fit the box.
    <li>To tweak the stats of an existing character, try importing them to a plugin, editing them there and then importing the character back into your save file.
    <li>Normally when importing a face to a plugin, only eyes and hair from Oblivion.esm or the destination plugin will be imported. However, the following steps can be used to import eyes and hairs that come from other mods.
    <ul>
        <li>Convert the source cosmetic ESP to an ESM, using the <a href="#modsCopyToEsm">Copy to Esm</a> command in the plugin context menu in the Mods tab.
        <li>Open the destination plugin in the Construction Set, also loading the converted source cosmetic ESM.
        <li>Save the plugin in the Construction Set.
        <li>In Wrye Bash's Mods tab, select the converted source cosmetic ESM in the destination plugin's Masters List and use the <q>Change to...</q> command to select the source cosmetic ESP.
        <li>Now import the face as normal. The eyes/hair should also be imported.
    </ul>
</ul>

<h3 id="saves-commands">Context Menu Commands <a class="back2top" href="#contents">Back to top</a></h3>
<div class="prlflex clearf">
    <figure class="slideshow" style="width: 326px; min-height: 233px">
        <img alt="Saves Context Menu" src="../bash/images/readme/saves-1-rclick-header-menu-1.png">
        <img alt="Saves Context Menu" src="../bash/images/readme/saves-1-rclick-header-menu-2.png">
        <img alt="Saves Context Menu" src="../bash/images/readme/saves-1-rclick-header-menu-3.png">
        <img alt="Saves Context Menu" src="../bash/images/readme/saves-1-rclick-header-menu-4.png">
        <img alt="Saves Context Menu" src="../bash/images/readme/saves-1-rclick-header-menu-5.png">
        <img alt="Saves Context Menu" src="../bash/images/readme/saves-1-rclick-header-menu-6.png">
    </figure>
    <table>
        <thead>
            <tr><th colspan="3">Column Header Context Menu</th></tr>
            <tr><th colspan="2">Command</th><th>Description</th></tr>
        </thead>
        <tbody>
            <tr><td colspan="2">Sort By</td><td>This submenu allows you to choose by which column the
                save list is sorted. This is equivalent to clicking on a column header.</td></tr>
            <tr><td colspan="2">Columns</td><td>This submenu allows you to choose which columns are
                visible in the save list.</td></tr>
            <tr><td rowspan="2">Files..</td>
                <td>Open Folder...</td><td>Opens the saves folder in Windows Explorer.</td></tr>
                <tr><td>Unhide...</td><td>Opens a dialogue window allowing you to select which hidden
                    save files to unhide.</td></tr>
            <tr><td rowspan="2">Profile</td>
                <td>Edit Profiles...</td><td>This submenu allows the creation, editing and removal of
                    <a href="#saves-profiles">save profiles</a>.</td></tr>
                <tr><td>[Profile]<td>[Profile] is the name of a save profile, which are listed below
                    the separator in the Profile submenu. Clicking a save profile will activate
                    it.</td></tr>
            <tr><td colspan="2">Oblivion.esm</td><td><em>Oblivion only.</em> This submenu relates to
                <a href="#tools-swapping">Oblivion.esm Swapping</a>. It allows you to swap the active
                version of Oblivion.esm.</td></tr>
        </tbody>
    </table>
</div>
<div class="prlflex clearf">
    <figure class="slideshow" style="width: 554px; min-height: 540px">
        <img alt="Save Context Menu" src="../bash/images/readme/saves-2-rclick-save-1.png">
        <img alt="Save Context Menu" src="../bash/images/readme/saves-2-rclick-save-2.png">
        <img alt="Save Context Menu" src="../bash/images/readme/saves-2-rclick-save-3.png">
        <img alt="Save Context Menu" src="../bash/images/readme/saves-2-rclick-save-4.png">
    </figure>
    <table>
        <thead>
            <tr>
                <th colspan="3">Save Context Menu</th>
            </tr>
            <tr>
                <th colspan="2">Command</th>
                <th>Description</th>
            </tr>
        </thead>
        <tbody>
            <tr>
                <td rowspan="7">File..</td>
                <td>Rename...</td>
                <td>Rename the selected save file.</td>
            </tr>
            <tr>
                <td>Duplicate...</td>
                <td>Creates a duplicate of the selected save file in the saves
                    folder.</td>
            </tr>
            <tr>
                <td>Hide...</td>
                <td>Moves the selected save file to the <code>My Games\[Game]\
                    Saves\[optional profile dir\]Bash\Hidden</code>
                    directory.</td>
            </tr>
            <tr>
                <td>Delete</td>
                <td>Deletes the selected save(s) and any associated backups.
                    Deleted saves are sent to the Recycling Bin.</td>
            </tr>
            <tr>
                <td>Backup</td>
                <td>Creates a backup of the selected save file in
                    <code>[Game] Mods\Bash Mod Data\Backups</code>. On first
                    run, the backed-up save file has <code>f</code> appended to
                    its file extension, giving <code>.essf</code> or
                    <code>.fosf</code>.</td>
            </tr>
            <tr>
                <td>Revert to Backup...</td>
                <td>Reverts the selected save file to the last backup made of
                    it.</td>
            </tr>
            <tr>
                <td>Revert to First Backup...</td>
                <td>Reverts the selected save file to the first backup made of
                    it.</td>
            </tr>
            <tr>
                <td colspan="2" id="savesMoveTo">Move To</td>
                <td>This submenu allows you to specify a save profile to move
                    the selected save(s) to from the active save profile.</td>
            </tr>
            <tr>
                <td colspan="2" id="savesCopyTo">Copy To</td>
                <td>This submenu allows you to specify a save profile to copy
                    the selected save(s) to, so that it is present in both the
                    active and specified save profiles.</td>
            </tr>
            <tr>
                <td colspan="2" id="savesActivateMasters">Activate Masters</td>
                <td>Activates exactly the plugins present in the selected
                    savegame's masters.</td>
            </tr>
            <tr>
                <td colspan="2" id="savesReorderMasters">Reorder Masters</td>
                <td>Reorders plugins in the load order to match the order of
                    the selected savegame's masters.</td>
            </tr>
            <tr>
                <td colspan="2" id="savesListMasters">List Masters...</td>
                <td>Lists savegame masters in load order and copies the list to
                    the clipboard. Version numbers are displayed if
                    detected.</td>
            </tr>
            <tr>
                <td colspan="2" id="savesDiffMasters">Diff Masters...</td>
                <td>If two savegames are selected, then this will compare the
                    masters of the new save to those of the older save. If one
                    savegame is selected, then this will compare the currently
                    active plugins to the masters of the selected savegame. The
                    comparison details masters that have been removed and added
                    in the newer save since the older save, or removed and
                    added in the load order since the selected save.</td>
            </tr>
            <tr>
                <td colspan="2" id="savesStatistics">Statistics</td>
                <td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em> This
                    produces a set of various technical statistics for the
                    selected savegame. The following information is produced:
                    <ul>
                        <li>Array sizes. These arrays are for each of the major
                            sections in the save file.</li>
                        <li>Created items. These are items created in-game,
                            through scripting or some sort of crafting skill
                            (e.g. alchemy, spellmaking).</li>
                        <li>FormIDs. This is a breakdown of the FormID table in
                            the savegame, sorted by source plugin. The FormID
                            table maps savegame reference numbers to the FormID
                            of the referenced record. If a reference is made to
                            a record from a mod that is no longer loaded, the
                            FormID is replaced with a 0.</li>
                        <li>Record details. This gives a breakdown of the
                            different types of records stored in the save file.
                            The type is given as a number and as text
                            (e.g. <code>48 Cell</code>), and then the number of
                            records referenced from each plugin is given
                            below.</li>
                        <li>New ObjectRef Bases. These are objects that belong
                            to the savegame, for example arrows dropped on the
                            ground in-game. They generally are created and
                            destroyed by the game as required, though bad
                            scripting techniques can cause some of them to
                            stick around. The "Base" of an objectRef is the
                            BaseID of the object (e.g., the FormID of a steel
                            arrow from Oblivion.esm). The ObjectRef refers to
                            these indirectly through an "iref". Usually this
                            will map back to a FormID, but if the original mod
                            has been removed from the load order, then the
                            FormID is set to zero. If this has happened, then a
                            count of such "Null Bases" will be shown. After the
                            "Null Base" count (if present) is a list of New
                            ObjectRef Bases where the count is over 100
                            (e.g. if there are over 100 new arrows lying
                            around). Shown is the count, the iref and the base
                            FormID. FormIDs beginning with FF are references to
                            an object defined by the savegame. Otherwise, the
                            FormID will map back to a mod. The first two digits
                            are the modindex, and can be matched to a mod
                            through the "MI" column in the list of savegame
                            masters.</li>
                    </ul>
                </td>
            </tr>
            <tr>
                <td colspan="2" id="saveDumpSE">Dump .**se Contents</td>
                <td>This is similar to
                    <a href="#savesStatistics">Statistics</a> above, but
                    reports statistics for the <code>.**se</code> cosave file
                    (e.g. <code>.obse</code> for Oblivion or <code>.skse</code>
                    for Skyrim) associated with the selected save.</td>
            </tr>
            <tr>
                <td colspan="2">Dump .pluggy Contents</td>
                <td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em>
                    Behaves like <a href="#saveDumpSE">Dump .**se Contents</a>,
                    but for the Pluggy cosave associated with the selected
                    save.</td>
            </tr>
            <tr>
                <td colspan="2" id="savesDeleteSpells">Delete Spells...</td>
                <td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em> This
                    allows you to delete unused spells from your spell list in
                    the selected save. <strong>Warning:</strong> This cannot be
                    undone. Most spells may be repurchased or recreated, but
                    quest and other special spells can most likely only be
                    readded using the console.</td>
            </tr>
            <tr>
                <td colspan="2">Rename Player...</td>
                <td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em> Renames
                    the player's character in the selected save.</td>
            </tr>
            <tr>
                <td colspan="2">Set Number of Uses for Weapon
                    Enchantments...</td>
                <td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em> Allows you
                    to set the number of casts available to any enchanted
                    weapon you created in-game, or that has otherwise been
                    recorded in your savegame.</td>
            </tr>
            <tr>
                <td colspan="2">Import Face...</td>
                <td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em> Relates to
                    <a href="#saves-face">Face Importing</a>. This command
                    allows you to import a face for the save file's player
                    character (and possibly some NPCs) from another save file
                    or from an NPC in a mod.</td>
            </tr>
            <tr>
                <td colspan="2">Rename Enchanted...</td>
                <td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em> Allows you
                    to rename any enchanted items that you have created in-game
                    for the selected save.</td>
            </tr>
            <tr>
                <td colspan="2" id="savesRenamePotions">Rename Potions...</td>
                <td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em> Allows you
                    to rename any potions that you have created in-game for the
                    selected save.</td>
            </tr>
            <tr>
                <td colspan="2">Rename Spells...</td>
                <td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em> Allows you
                    to rename any spells that you have created in-game for the
                    selected save.</td>
            </tr>
            <tr>
                <td colspan="2" id="savesReweighPotions">Reweigh
                    Potions...</td>
                <td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em> Potions
                    created in-game are given a weight that is somewhat
                    arbitrarily selected and potentially high. This command may
                    be used to set all created potions to have a specific
                    weight. Potions created after the use of this command with
                    new names, new effects or new durations will not be
                    affected.</td>
            </tr>
            <tr>
                <td colspan="2" id="savesUpdateNPCLevels">Update NPC
                    Levels...</td>
                <td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em> Updates
                    the level information for NPCs stored in the selected
                    savegame to reflect the active load order's NPC level
                    settings. This is required because although NPC levels are
                    set via plugins, once an NPC is encountered its level is
                    stored in the save file, which overrides the plugin
                    levels.</td>
            </tr>
            <tr>
                <td colspan="2">Export Screenshot...</td>
                <td>Allows you to save the image used as the save file's
                    screenshot as a JPEG.</td>
            </tr>
            <tr>
                <td colspan="2">Re-number Save(s)...</td>
                <td>Allows the re-numbering of the selected save file(s). If
                    more than one file is selected, the first will be
                    renumbered to the given number and the others will be
                    numbered in increments of one from the given number. The
                    save name must be of the form <code>&lt;Save (case
                        insensitive)&gt; &lt;some digits&gt;&lt;optional text&gt;.&lt;save
                        extension&gt;</code>.</td>
            </tr>
            <tr>
                <td colspan="2" id="savesRemoveBloat">Remove Bloat...</td>
                <td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em>
                    <strong>This is an experimental command. It is recommended
                        that saves are backed up before using it on
                        them.</strong> It attempts to determine how much
                    bloating there is in the selected save file and then
                    optionally remove it. If the command reports a large number
                    of created objects, there could be a problem with one of
                    your mods, and such mods should be removed or updated.
                    There are two common types of bloat:
                    <ul>
                        <li>Excess created objects can occur through the use of
                            scripting by a mod to duplicate existing objects
                            in-game and a failure by the mod to clean up the
                            duplicates after their use.</li>
                        <li>Null references are caused when objects from a mod
                            that is removed are present in the game world.
                            These objects then get replaced with null
                            references when the game is next saved with the mod
                            missing.</li>
                    </ul>
                </td>
            </tr>
            <tr>
                <td colspan="2" id="savesRepairAbomb">Repair Abomb</td>
                <td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em>
                    <q>Abomb Animation Slowing</q> is a slowing of animations
                    that typically occurs around 225 hours into the game,
                    though it may occur earlier or later. This is an engine
                    bug, and this command avoids its effects by resetting a
                    related counter (TesClass Abomb counter is reset to
                    0x41000000).</td>
            </tr>
            <tr>
                <td colspan="2">Repair Hair</td>
                <td><em>Oblivion &amp; Nehrim&colon; At Fate's Edge only.</em> Oblivion
                    has a bug that will cause a crash if your PC's hair comes
                    from a mod that has been removed and you then run
                    showRaceMenu. This command resets your hair to the default
                    for that race and gender, so you can then use showRaceMenu
                    to select a new hair again if you wish.</td>
            </tr>
        </tbody>
    </table>
</div>

<table>
    <thead>
        <tr>
            <td class="thf" colspan="3">Save Masters List Column Header Context
                Menu</td>
        </tr>
        <tr>
            <td class="thf" colspan="2">Command</td>
            <td class="thf">Description</td>
        </tr>
    </thead>
    <tbody>
        <tr>
            <td colspan="2">Sort By</td>
            <td>This submenu allows you to choose by which column the masters
                list is sorted. This is equivalent to clicking on a column
                header.</td>
        </tr>
        <tr>
            <td colspan="2">Allow Editing</td>
            <td>Allow (or disallow) editing of the masters list. Enables (or
                disables) the items' context menu entries.</td>
        </tr>
        <tr><td colspan="2">Clear Renames</td>
            <td>Clears the internal renames dictionary, meaning that maters
                that were previously renamed will no longer be automatically
                renamed in future plugins' master lists.</td>
        </tr>
    </tbody>
</table>


<table>
    <thead>
        <tr>
            <td class="thf" colspan="3">Save Masters List Items Context
                Menu</td>
        </tr>
        <tr>
            <td class="thf" colspan="2">Command</td>
            <td class="thf">Description</td>
        </tr>
    </thead>
    <tbody>
        <tr>
            <td colspan="2">Change to...</td>
            <td>Rename a master by selecting the desired replacement plugin
                from the Data folder. It will add the plugin to the internal
                renames dictionary of Wrye Bash and bold it on any master list
                that it appears in. Hit Save to edit the selected file
                permanently. Equivalent to left clicking the selected master
                for a second time, just allows you to select the plugin from
                the Data directory instead of entering the name manually.
                <br>
                <ul>
                    <li>Note that you should only do this if the new name is a
                        new version of the same plugin. Replacing a plugin with
                        an unrelated plugin will cause file corruption.</li>
                    <li>Note also that as of 307, the master will be renamed in
                        the xSE cosave as well. As of the time of writing, all
                        third party xSE plugins that store plugin names into
                        the cosaves that we're aware of are supported.</li>
                </ul>
            </td>
        </tr>
        <tr>
            <td colspan="2">Disable</td>
            <td><em>Oblivion, Nehrim&colon; At Fate's Edge, Fallout 3 &amp;
                Fallout&colon; New Vegas only.</em>
                If you want to remove a plugin from active use, you can usually
                just start playing without the plugin loaded. However, this
                won't work if the plugin is an esm. You can get around this by
                right clicking on the name and selecting Disable. This will
                rename the master to a non-existent esp. Note that you still
                may run into logical errors which prevent the esm from being
                removed. But at least this way the game will try to run without
                the master.</td>
        </tr>
        <tr>
            <td colspan="2">Jump to Master</td>
            <td>Jumps to the specified master on the Mods tab. You can
                double-click on the master to the same effect.</td>
        </tr>
    </tbody>
</table>


<h2 id="screenshots">Screenshots Tab <a class="back2top" href="#contents">Back to top</a></h2>
<h3 id="screenshots-overview">Overview <a class="back2top" href="#contents">Back to top</a></h3>
<figure class="slideshow">
<img alt="Screenshots Tab" src="../bash/images/readme/screenshots-1.png"/>
<img alt="Screenshots Tab" src="../bash/images/readme/screenshots-2.png"/>
<figcaption class="screenshots-overview-figcap">Wrye Bash's Screenshots tab.</figcaption>
</figure>
<p>The Screenshots tab allows you to preview any screenshots taken in-game using the built-in Print Screen functionality. These screenshots are saved as bitmap files (.bmp). Selecting a screenshot from the list on the left will display it on the right. Screenshots can be converted from bitmaps into a few other formats using context menu commands.

<h3 id="screenshots-alt-path">Change screenshots directory (Oblivion) <a class="back2top" href="#contents">Back to top</a></h3>
<p>By default, Oblivion stores its screenshots in Oblivion's root folder but allows you to change the default directory via an ini setting.
    You can change the ini setting by directly editing Oblivion.ini or by using the "Next Shot" column menu item in the Screenshots tab.
    For instance Oblivion Reloaded uses Oblivion\Screenshots. To change the screenshots directory to Oblivion\Screenshots by editing the
    Oblivion.ini find the following line under the <code>[Display]</code> heading:</p>

    <code>SScreenShotBaseName=ScreenShot</code>

<p>and add the path to the Oblivion\Screenshots folder, i.e.:</p>

    <code>SScreenShotBaseName=C:\Bethesda Softworks\Oblivion\ScreenShots\Screenshot</code>

<p>Alternatively hit "Next Shot" and supply the path as in:</p>

    <code>C:\Bethesda Softworks\Oblivion\ScreenShots\Screenshot0</code>

<p>where 0 is the (optional) Screenshot base number (it will set the <code>iScreenShotIndex</code> ini setting). A relative path will
    also work (as in <code>Screenshots\Screenshot</code>). Bash will go ahead and edit the ini for you. You may also create an ini
    tweak to readily switch directories.

<p><strong>IMPORTANT</strong>: The base filename "Screenshot" (or any other base name you like) must be included in the path or Oblivion's
    native screenshots will not work - that is pressing the Prt Scr key will do nothing.

<h3 id="screenshots-commands">Context Menu Commands <a class="back2top" href="#contents">Back to top</a></h3>
<div class="prlflex clearf">
    <figure class="slideshow" style="width: 305px; min-height: 225px">
        <img alt="Screenshots Context Menu" src="../bash/images/readme/screenshots-4-rclick-header-menu-1.png">
        <img alt="Screenshots Context Menu" src="../bash/images/readme/screenshots-4-rclick-header-menu-2.png">
        <img alt="Screenshots Context Menu" src="../bash/images/readme/screenshots-4-rclick-header-menu-3.png">
        <img alt="Screenshots Context Menu" src="../bash/images/readme/screenshots-4-rclick-header-menu-4.png">
        <img alt="Screenshots Context Menu" src="../bash/images/readme/screenshots-4-rclick-header-menu-5.png">
    </figure>
    <table>
        <thead>
            <tr><th colspan="3">Column Header Context Menu</th></tr>
            <tr><th colspan="2">Command<th>Description</th></tr>
        </thead>
        <tbody>
            <tr><td colspan="2">Sort By</td><td>This submenu allows you to choose by which
                column the screenshot list is sorted. This is equivalent to clicking on a
                column header.</td></tr>
            <tr><td colspan="2">Columns</td><td>This submenu allows you to choose which
                columns are visible in the screenshot list.</td></tr>
            <tr><td>Files..</td>
                <td>Open<td>Open the screenshot directory in Windows Explorer.</td></tr>
            <tr><td colspan="2">Next Shot<td>Set any or all of the base name and number of
                the next screenshot as well as the screenshot directory.</td></tr>
            <tr><td colspan="2">JPEG Quality<td>Set the quality of JPEGs created during
                conversion.</td></tr>
        </tbody>
    </table>
</div>
<div class="prlflex clearf">
    <figure class="slideshow" style="width: 310px; min-height: 167px">
        <img alt="Screenshot Context Menu" src="../bash/images/readme/screenshots-3-rclick-screenshot-menu-1.png">
        <img alt="Screenshot Context Menu" src="../bash/images/readme/screenshots-3-rclick-screenshot-menu-2.png">
        <img alt="Screenshot Context Menu" src="../bash/images/readme/screenshots-3-rclick-screenshot-menu-3.png">
    </figure>
    <table>
        <thead>
            <tr><th colspan="3">Screenshot List Context Menu</th></tr>
            <tr><th colspan="2">Command</th><th>Description</th></tr>
        </thead>
        <tbody>
            <tr><td rowspan="3">File..</td>
                <td>Open...</td><td>Opens the selected file(s) in the associated program(s).</td></tr>
                <tr><td>Rename...</td><td>Renames the selected file(s). If multiple files are
                    selected, they will be numbered sequentially. If a file already exists with the
                    same name as a file's resulting name, that file will not be renamed. The extension
                    will remain the same and specifying a non-image extension will make the rename
                    operation fail - in short, leave the extension alone. Empty filenames will also
                    abort the rename.</td></tr>
                <tr>
                    <td>Delete</td>
                    <td>Deletes the selected screenshot(s). Deleted screenshots
                        are sent to the Recycling Bin.</td>
                </tr>
            <tr><td colspan="2">Convert</td><td>Converts the selected files to one of the following
                formats: JPEG, PNG, BMP, TIFF. If a file of the conversion format already exists with
                the same name as a file to be converted, the conversion will not take place for that
                file.</td></tr>
        </tbody>
    </table>
</div>

<h2 id="launchers">Advanced Launchers <a class="back2top" href="#contents">Back to top</a></h2>
<h3 id="launchers-hide">Hiding Launchers <a class="back2top" href="#contents">Back to top</a></h3>
<figure class="slideshow">
<img alt="toolbar hide launcher" src="../bash/images/readme/toolbar-11-rclick-hide-gamelauncher.png"/>
<img alt="toolbar hide launcher" src="../bash/images/readme/toolbar-12-rclick-hide-autoquit.png"/>
<img alt="toolbar hide launcher" src="../bash/images/readme/toolbar-13-rclick-hide-obse-toggle.png"/>
<img alt="toolbar hide launcher" src="../bash/images/readme/toolbar-12-rclick-hide-boss.png"/>
<figcaption class="launchers-hide-figcap">The Hide option in the right-click menu for launchers.</figcaption>
</figure>
<p>You can hide specific launcher icons, preventing them from being displayed, by right-clicking them and selecting <q>Hide...</q> or by inserting a semicolon before their path in the <q>bash.ini</q>.
<ul><li>For example, <code>sPhotoshopPath=;C:\Program Files\Adobe\Photoshop 7.0\Photoshop.exe</code>.</ul>
<p>You can hide some of the toggle buttons using the <code>bShowTes4...</code> options in the <code>Tool Options</code> in the <q>bash.ini</q>.
<p>You can unhide launchers hidden through the right-click option using the Settings menu. See the <a href="#settings">Settings Menu</a> for more information.


<h3 id="launchers-custom">Custom Launchers <a class="back2top" href="#contents">Back to top</a></h3>
<p>Custom launcher buttons may be added by putting a shortcut to the application you wish to have a launcher for in the <code>Mopy\Apps</code> directory. Wrye Bash will then use the following information from the shortcut:
<ul>
    <li>Icon
    <li>Working directory
    <li>Command line arguments
    <li>Comments
</ul>
<p>If you want to have a custom icon for a launcher, place a PNG image with the same name as the shortcut, appending the icon size, in the same folder. For example:
<ul>
    <li>Notepadpp.lnk
    <li>Notepadpp24.png
</ul>
<p><strong>Note:</strong> 24x24 icons taken from shortcuts do not work well, so if you are using this size, be sure to include a custom icon. Icon size displayed can be adjusted in the <q>bash.ini</q> or the <a href="#settings">Settings</a> menu.

<h2 id="settings">Settings Menu <a class="back2top" href="#contents">Back to top</a></h2>
<figure class="slideshow">
<img alt="Settings Menu" src="../bash/images/readme/settings-appearance.png"/>
<img alt="Settings Menu" src="../bash/images/readme/settings-colors.png"/>
<img alt="Settings Menu" src="../bash/images/readme/settings-language.png"/>
<img alt="Settings Menu" src="../bash/images/readme/settings-status-bar.png"/>
<img alt="Settings Menu" src="../bash/images/readme/settings-backups.png"/>
<img alt="Settings Menu" src="../bash/images/readme/settings-confirmations.png"/>
<img alt="Settings Menu" src="../bash/images/readme/settings-general.png"/>
<img alt="Settings Menu" src="../bash/images/readme/settings-trusted-binaries.png"/>
<figcaption class="settings-figcap">Wrye Bash's Settings menu.</figcaption>
</figure>
<p>The Settings menu is where Wrye Bash's global settings may be accessed.
    It can be opened via <q>Settings > Global Settings...</q> or by clicking on
    the <a href="Wrye%20Bash%20General%20Readme.html#launchersSettingsMenu">Settings button</a>
    in the status bar.</p>
<p>The layout varies from page to page, but a few buttons are always available:</p>

<table>
    <thead>
        <tr><th colspan="2">Globally Available Buttons</th></tr>
        <tr><th>Button<th>Description</th></tr>
    </thead>
    <tbody>
        <tr>
            <td><img alt="Help" src="../bash/images/help24.png"></td>
            <td>Opens the Wrye Bash readme pointed to the currently opened page
                in a browser.</td>
        </tr>
        <tr>
            <td>OK</td>
            <td>Applies all pending changes and closes the settings menu.</td>
        </tr>
        <tr>
            <td>Cancel</td>
            <td>Discards all pending changes and closes the settings menu.</td>
        </tr>
        <tr>
            <td id="settings-apply">Apply</td>
            <td>Applies all pending changes, but keeps the settings menu
                open.</td>
        </tr>
    </tbody>
</table>

<h3 id="settings-appearance-colors">Appearance: Colors <a class="back2top" href="#contents">Back to top</a></h3>

<figure class="slideshow">
    <img alt="Color Page" src="../bash/images/readme/settings-colors.png">
    <img alt="Color Page" src="../bash/images/readme/settings-colors-picker.png">
    <figcaption class="settings-colors-figcap">The Colors page.</figcaption>
</figure>

<p>The Colors page can be used to change colors used by various GUI components
    of Wrye Bash. To change a component's color, first select it in the
    dropdown, then click on the square box to the right of the dropdown to
    choose a new color. Finally, <a href="#settings-apply">apply</a> it as
    usual.</p>
<p>The following buttons can also be used to reset, export and import
    colors:</p>

<table>
    <thead>
        <tr><th colspan="2">Colors Buttons</th></tr>
        <tr><th>Button</th><th>Function</th></tr>
    </thead>
    <tbody>
        <tr>
            <td>Reset Color</td>
            <td>Returns the currently selected component to its default
                color.</td>
        </tr>
        <tr>
            <td>Reset All Colors</td>
            <td>Returns all components to their default colors.</td>
        </tr>
        <tr>
            <td>Export Colors...</td>
            <td>Exports the colors you have selected to a text file, for
                backing up or sharing with other users.</td>
        </tr>
        <tr>
            <td>Import Colors...</td>
            <td>Imports a color scheme from a text file previously
                exported.</td>
        </tr>
    </tbody>
</table>

<h3 id="settings-appearance-language">Appearance: Language <a class="back2top" href="#contents">Back to top</a></h3>

<figure class="slideshow">
    <img alt="Language Page" src="../bash/images/readme/settings-language.png">
    <img alt="Language Page" src="../bash/images/readme/settings-language-configure-editor.png">
    <figcaption class="settings-language-figcap">The Language page.</figcaption>
</figure>

<p>The language page can be used to change the language that Wrye Bash will be
    displayed in. It is also the place to create, edit and manage
    localizations. See the <a href="#international">Internationalisation</a>
    section for more information.</p>
<p>The following buttons are available:</p>

<table>
    <thead>
        <tr><th colspan="2">Language Buttons</th></tr>
        <tr><th>Button</th><th>Function</th></tr>
    </thead>
    <tbody>
        <tr>
            <td id="settings-configure-editor">Configure Editor...</td>
            <td>Launches the <q>Configure Editor</q> dialog, which allows you
                to choose and configure a localization editor.</td>
        </tr>
        <tr>
            <td id="settings-dump-localization">Dump Localization...</td>
            <td>Generates a new translation file for your currently chosen
                language.</td>
        </tr>
        <tr>
            <td id="settings-edit-localization">Edit...</td>
            <td>Launches the editor chosen via
                <a href="#settings-configure-editor">Configure Editor...</a>
                to edit the selected localization.</td>
        </tr>
        <tr>
            <td id="settings-rename-localization">Rename...</td>
            <td>Allows you to rename the selected localization file.</td>
        </tr>
    </tbody>
</table>

<h3 id="settings-appearance-status-bar">Appearance: Status Bar <a class="back2top" href="#contents">Back to top</a></h3>

<figure>
    <img alt="Status Bar Page" src="../bash/images/readme/settings-status-bar.png">
    <figcaption class="settings-static-figcap">
        The Status Bar Page.
    </figcaption>
</figure>

<p>The status bar page can be used to tweak the status bar at the bottom of the
    screen in various ways.</p>

<table>
    <thead>
        <tr><th colspan="2">Status Bar Options</th></tr>
        <tr><th>Option</th><th>Function</th></tr>
    </thead>
    <tbody>
        <tr>
            <td>Show App Version</td>
            <td>If enabled, the versions of applications will be shown in their
                launchers' tooltips on the status bar.</td>
        </tr>
        <tr>
            <td>Icon Size</td>
            <td>Choose between 16x16, 24x24, or 32x32 status bar icons.</td>
        </tr>
        <tr>
            <td>Visible/Hidden Buttons</td>
            <td>Allows you to manage which buttons will be shown on the status
                bar. To change a button's state, select it and use the
                left/right arrows to move it between the two lists.</td>
        </tr>
    </tbody>
</table>

<h3 id="settings-backups">Backups <a class="back2top" href="#contents">Back to top</a></h3>

<figure>
    <img alt="Backups Page" src="../bash/images/readme/settings-backups.png">
    <figcaption class="settings-static-figcap">The Backups Page.</figcaption>
</figure>

<p>The backups page can be used to manage backups of various Wrye Bash-related
    files.</p>
<p>A full list of everything that Wrye Bash will back up follows:</p>
<ul>
    <li>Your bash.ini, if present.</li>
    <li>The Wrye Bash-specific documents in <code>Data\Docs</code>, like
        <code>Bashed Patch, 0.html</code> and
        <code>Bashed Patch, 0.txt</code>.</li>
    <li>The Mods, Installer, and Converter meta-data stored in
        <code>[Game] Mods</code>.</li>
    <li>Any user profiles you have created.</li>
    <li>Your application and UI settings.</li>
    <li>Your people from the People tab.</li>
    <li>Any translation files you have.</li>
    <li>All files in the <code>Data\Bash Patches</code> directory.</li>
    <li>All files in the <code>Data\BashTags</code> directory.</li>
    <li>All INI Tweaks.</li>
</ul>

<p>Note that this does <em>not</em> include the actual packages from the
    Installers tab, only the state of those packages (i.e. which of them were
    installed)! If you want to fully back up your installation, make a manual
    backup of the packages in addition to Wrye Bash's backups.</p>

<table>
    <thead>
        <tr><th colspan="2">Backup Buttons</th></tr>
        <tr><th>Button</th><th>Function</th></tr>
    </thead>
    <tbody>
        <tr>
            <td>Save Data</td>
            <td>Normally, Wrye Bash saves its internal data files to disk only
                on closing. You can use this to force a save right now.</td>
        </tr>
        <tr>
            <td>New Backup...</td>
            <td>Backs up all the parts of Wrye Bash that can be changed by the
                user to a location of your choosing. See the list above for a
                rundown of what this will back up.</td>
        </tr>
        <tr>
            <td id="settings-restore">Restore...</td>
            <td>Restores the selected backup. This will force a restart of Wrye
                Bash to ensure the new settings take effect. We extract the
                backup in a temporary folder, then we check that the backup is
                for the current game and that the settings are not from a newer
                WB version. Then we restart WB and apply the settings. Note
                that if you have a bash.ini this will be copied in the Mopy
                folder to a file named
                <code>bash(YEAR-MONTH-DAY hh.mm.sec).ini</code> so you do not
                lose your precious INI settings in case something goes
                wrong.</td>
        </tr>
        <tr>
            <td>Rename...</td>
            <td>Allows you to rename the selected backup.</td>
        </tr>
        <tr>
            <td>Delete...</td>
            <td>Allows you to delete the selected backup. Deleted backups are
                sent to the recycling bin.</td>
        </tr>
    </tbody>
</table>

<h3 id="settings-confirmations">Confirmations <a class="back2top" href="#contents">Back to top</a></h3>

<figure>
    <img alt="Confirmations Page" src="../bash/images/readme/settings-confirmations.png">
    <figcaption class="settings-static-figcap">
        The Confirmations Page.
    </figcaption>
</figure>

<p>The confirmations page can be used to enable or disable popups with a
    'Don't show this in the future' option.</p>
<p>A checked entry in the list list means that no popup will show up in that
    situation anymore. Unchecking it will reenable the corresponding popup.</p>
<p>The <q>Drop Action</q> dropdown is special, and allows you to change what
    will happen when a file is dropped onto the Installers tab:</p>
<ul>
    <li>Ask every time &mdash; Show a popup allowing you to select what to do
        every time a file is dropped.</li>
    <li>Copy &mdash; Make a copy of the dropped file and move that copy into
        the Installers directory.</li>
    <li>Move &mdash; Move the dropped file into the Installers directory.</li>
</ul>
<p>The <q>Show Internal Keys</q> checkbox is not very important, but might be
    useful for debugging. It shows the internal keys that each entry in the
    list uses to store its state.</p>

<h3 id="settings-general">General <a class="back2top" href="#contents">Back to top</a></h3>

<figure>
    <img alt="General Page" src="../bash/images/readme/settings-general.png">
    <figcaption class="settings-static-figcap">
        The General Page.
    </figcaption>
</figure>

<p>The general page acts as a sort of catch-all page for settings that don't
    fit on any other page or aren't numerous enough to deserve their own
    page.</p>

<table>
    <thead>
        <tr><th colspan="2">General Options</th></tr>
        <tr><th>Option</th><th>Function</th></tr>
    </thead>
    <tbody>
        <tr>
            <td>Managed Game</td>
            <td>This dropdown lists the games that Wrye Bash supports and
                detects as being installed. Selecting a game here and
                <a href="#settings-apply">applying</a> will relaunch this Wrye
                Bash installation with the <code>-o</code> argument. That means
                the <code>bash.ini</code> settings and status bar launchers
                from this installation will apply to the newly selected game as
                well, which might not be what you expect.</td>
        </tr>
        <tr>
            <td>Plugin Encoding</td>
            <td>This dropdown allows you to select the encoding that Wrye Bash
                assumes various plugin and save fields to be written in. If the
                <q>Automatic</q> option is selected, Wrye Bash attempts to
                detect the encoding automatically. If a plugin description,
                save location or player name is being displayed incorrectly,
                try selecting another encoding from this dropdown.</td>
        </tr>
        <tr>
            <td>Debug Mode</td>
            <td>Enables debug mode, which will enable extra debug prints and
                will print errors into a <code>BashBugDump.log</code> instead
                of showing them on screen.</td>
        </tr>
        <tr>
            <td>Show Global Menu</td>
            <td>If checked, a global menu will be shown above the tabs. If
                disabled, its options will still be accessible by
                right-clicking the columns. If you accidentally disabled it and
                want it back, you can use the
                <a href="Wrye%20Bash%20General%20Readme.html#launchersSettingsMenu">Settings button</a>
                to open the settings menu again and reenable it.</td>
        </tr>
        <tr>
            <td id="settings-use-alt-name">Use Alternate Wrye Bash Name</td>
            <td>If checked, displays a game-specific name instead of Wrye Bash
                in the title bar instead. See the
                <a href="#intro-title">Title Bar Info</a> section for more
                information.</td>
        </tr>
        <tr>
            <td>Restore Scroll Positions on Start</td>
            <td>If checked, Wrye Bash will remember and restore the scroll
                positions on the tab you were on when you last exited WB, then
                restore them when you come back. This is convenient, but can
                take up a significant amount of time on startup.</td>
        </tr>
    </tbody>
</table>

<h3 id="settings-trusted-binaries">Trusted Binaries <a class="back2top" href="#contents">Back to top</a></h3>

<figure>
    <img alt="Trusted Binaries Page" src="../bash/images/readme/settings-trusted-binaries.png">
    <figcaption class="settings-static-figcap">
        The Trusted Binaries Page.
    </figcaption>
</figure>

<p>The trusted binaries page can be used to choose which binaries (DLLs, EXEs,
    etc.) you trust. BAIN will skip installing untrusted binaries from
    packages, and a popup will be shown whenever a new one is encountered.</p>
<p>To change the status of a binary, select it and click the left/right arrow
    buttons to move it between the trusted and untrusted lists. You can also
    use the <q>Export...</q> and <q>Import...</q> buttons to save and load the
    status of all binaries from a text file. The text file will include much
    more information, like the CRCs and sizes that Wrye Bash is using to
    identify binaries.</p>

<h2 id="tools">Miscellaneous Tools <a class="back2top" href="#contents">Back to top</a></h2>

<h3 class="clearfb" id="tools-docs">Doc Browser <a class="back2top" href="#contents">Back to top</a></h3>
<figure class="slideshow">
<img alt="doc browser" src="../bash/images/readme/doc-browser-1.png">
<img alt="doc browser" src="../bash/images/readme/doc-browser-2.png">
<img alt="doc browser" src="../bash/images/readme/doc-browser-set-doc-dialogue.png">
<figcaption class="tools-docs-figcap">Wrye Bash's Doc Browser.</figcaption>
</figure>
<p>The Doc Browser allows you to quickly and easily scan through your mods' documentation. The supported document types are:</p>
<ul>
    <li>Text files (<code>.txt</code> and similar)</li>
    <li>HTML files (<code>.html</code> or <code>.htm</code>)</li>
    <li>HTML archives (<code>.mht</code> or <code>.mhtml</code>)</li>
    <li>PDF files (<code>.pdf</code>)</li>
</ul>
<p>To display the Doc Browser, double click any plugin in the main list of the Mods tab.</p>
<p>When you double-click a plugin, Wrye Bash will open the Doc Browser and attempt to determine which document to associate with it. If it can determine one, it will display it. Otherwise, a blank page will be displayed. To associate a document with a plugin, use the <q>Set Doc...</q> button in the Doc Browser. To disassociate a document with a plugin, use the <q>Forget Doc</q> button in the Doc Browser.
<p>You can also rename an associated document using the <q>Rename Doc...</q> button to select a new name and/or location. The document will be renamed and/or moved to this location.
<p>You can edit a document by ticking the <q>Allow Editing</q> checkbox. The document can then be edited in the viewing window. To finish editing, uncheck the <q>Allow Editing</q> checkbox again. Changes are automatically saved when you select a new plugin, close the Doc Browser or finish editing.
<p>A document can be opened in its default external editor by clicking the <q>Open Doc...</q> button.
<p>A new document can be created for a plugin by clicking the <q>Set Doc...</q> button and choosing a new filename. This creates a document using a blank template that you can then edit. The default template is <code>Data\Docs\My Readme Template</code> if it exists, or if not, <code>Data\Docs\Bash Readme Template.txt</code>. The latter is written in Wrye wiki text format, which will be displayed as HTML when the Doc Browser is not in edit mode.
<p>To view a different document, select a different plugin in the list on the left of the Doc Browser or in the Mods tab.
<p>Some notes on Doc Browser behaviour:
<ul>
    <li>If a plugin is renamed in the Mods tab, then any documents associated with it will become associated to the plugin's new name.
    <li>If a plugin is copied in the Mods tab, then any documents associated with it will also become associated with the copy.
    <li>Documents can be stored in any location, though <code>Data\Docs</code> is the standard location.
    <li>If you delete a plugin, its documentation will not be deleted, but it will no longer be viewable through the Doc Browser.
    <li>If you hide a plugin, its documentation will still be viewable through the Doc Browser.
</ul>


<h3 class="clearfb" id="tools-checker">Plugin Checker <a class="back2top" href="#contents">Back to top</a></h3>
<p>The Plugin Checker checks your active and merged plugins for errors, and
    provides warnings for any found, as well as configuration recaps and
    suggestions. It can be opened by clicking the
    <a href="Wrye%20Bash%20General%20Readme.html#launchersPluginChecker">Plugin
        Checker button</a> in the status bar or by using the
    <a href="#modsPluginChecker">Plugin Checker menu option</a>.
<p>At the top of the report is the Active Mod Files section, which lists your
    load order if you enabled it using the
    <a href="#pluginCheckerPluginList">Plugin List</a> toggle. After that comes
    a report of all problems that were detected. A full list of problems
    detected by the Plugin Checker follows:</p>
<ul>
    <li>Corrupted plugins</li>
    <li>ESL-capable plugins</li>
    <li>Incorrectly ESL-flagged plugins</li>
    <li>Mergeable plugins</li>
    <li>Deactivate-tagged plugins that are active</li>
    <li>MustBeActiveIfImported-tagged plugins that are imported, but
        inactive</li>
    <li>Plugins with missing masters</li>
    <li>Plugins with delinquent masters, i.e. masters that load after their
        dependent plugins</li>
    <li>Plugins with unknown header versions</li>
    <li>For SSE and games based on it, plugins with Form Version &lt;44</li>
    <li>For SSE and games based on it, weapon records with Form Version &lt;44</li>
    <li>Cleaning information retrieved from LOOT</li>
    <li>Deleted references</li>
    <li>Deleted navmeshes</li>
    <li>Deleted base records</li>
    <li>HITMEs</li>
    <li>Record type collisions</li>
    <li>Probable injected collisions</li>
</ul>
<div class="prlflex clearf">
  <figure class="slideshow" style="width: 576px; min-height: 596px">
    <img alt="Plugin Checker" src="../bash/images/readme/mod-checker-1.png">
        <img alt="Plugin Checker" src="../bash/images/readme/mod-checker-2.png">
    <figcaption class="tools-checker-figcap">
      Wrye Bash's Plugin Checker
    </figcaption>
  </figure>
  <table>
    <thead>
        <tr><th colspan="2">Plugin Checker Controls
        <tr><th>Control<th>Function
    <tbody>
        <tr><td>Forward/Back Arrows<td>The Plugin Checker report may contain links to other pages. These two buttons allow navigation between pages viewed, similar to the forward/back buttons in a web browser.
        <tr><td>Reload</td><td>Reloads the current page. Works identically to a browser's reload button.</td></tr>
        <tr><td id="pluginCheckerPluginList">Plugin List<td>Toggles the display of the Active Mod Files list.
        <tr><td>Version Numbers<td>Toggles display of version numbers where found for the plugins in the Active Mod Files list.
        <tr><td>CRCs<td>Toggles display of the CRCs for the plugins in the Active Mod Files list.
        <tr><td>Scan for Dirty Edits<td>Toggles the scanning of plugins for dirty edits. Effectively runs <a href="#modsScanForDirtyEdits">Scan for Dirty Edits</a> on each of the plugins in the Active Mod Files list and displays the results in the Plugin Checker's report.
        <tr><td>Copy Text<td>Copies the text of the report to the clipboard. Useful for posting on forums.
        <tr><td>Update<td>Forces a refresh of the report.
  </table>
</div>

<h3 id="tools-swapping">Oblivion.esm Swapping <a class="back2top" href="#contents">Back to top</a></h3>
<p>Oblivion.esm swapping is a feature that allows mod authors to switch between different versions of Oblivion.esm on the fly. This is useful as it allows mod authors to make plugins that are totally SI-independent (as the Shivering Isles patches Oblivion.esm instead of using a new plugin). It can also be used to avoid the need for a fully patched Oblivion to run a plugin, but this usage is <strong>not recommended</strong>. If you want a plugin to work on older versions of Oblivion, use the <a href="#modsVersion0.8">Version 0.8</a> command on it.
<p>The main requirement for swapping to work is that you have the necessary copies of the different Oblivion.esm files. <strong>This is only possible if you copy and rename Oblivion.esm before installing Shivering Isles.</strong> There are three accepted versions of Oblivion.esm in addition to the latest SI one. These are determined by their file size:
<ul>
    <li>247388848 bytes: this is the 1.1 version. Rename it to <code>Oblivion_1.1.esm</code>.</li>
    <li>247388812 bytes: this is the GOTY version without SI. Rename it to <code>Oblivion_GOTY non-SI.esm</code>.</li>
    <li>247388894 bytes: this is an uncommon variant of the 1.1 version. Rename it to <code>Oblivion_1.1b.esm</code>.</li>
    <li>260961973 bytes: this is the <a href="https://www.nexusmods.com/oblivion/mods/49349">GBRPlus patched</a> version. Rename it to <code>Oblivion_GBR SI.esm</code>.</li>
</ul>
<p>You can then swap between the different versions of Oblivion.esm using the <a href="#modsOblivion.esm">Oblivion.esm</a> submenu in the Mods tab column header context menu. Your currently active version will be checked, select another to swap them. You can also perform the same swapping in the Saves tab column header context menu, but in addition to the swapping this will also mark the selected version as the preferred version to use with the current <a href="#saves-profiles">Save Profile</a>. If you then switch to another save profile and back to this one, Oblivion.esm will be swapped automatically.
<p>Wrye Bash displays the current version of Oblivion.esm in its version indicators. The main indicator is in the title bar of the main Wrye Bash window, but there are also indicators placed after Oblivion.esm in the Mods tab plugin list, and after Oblivion.esm in the Masters tab for plugins and savegames. The three possible indicators are:
<ul>
    <li>[1.1]: You are currently using the 1.1 or 1.1b version of Oblivion.esm.</li>
    <li>[GOTY non-SI]: You are currently using the GOTY without SI installed version of Oblivion.esm.</li>
    <li>[SI]: You are currently using the Shivering Isles-patched version of Oblivion.esm.</li>
    <li>[GBR SI]: You are currently using the <a href="https://www.nexusmods.com/oblivion/mods/49349">GBRPlus patched</a> version of Oblivion.esm.</li>
</ul>


<h3 id="tools-shortcuts">Keyboard Shortcuts <a class="back2top" href="#contents">Back to top</a></h3>

<p>The following keyboard shortcuts can be used when a list in Wrye Bash has
    focus (work on almost all lists, exceptions are noted).</p>

<table>
    <thead>
        <tr>
            <th>Shortcut</th>
            <th>Function</th>
        </tr>
    </thead>
    <tbody>
        <tr>
            <td><code>ctrl-numpad plus (+)</code></td>
            <td>Auto-sizes the columns to fit what is displayable.</td>
        </tr>
        <tr>
            <td><code>ctrl-a</code></td>
            <td>Selects all items.</td>
        </tr>
        <tr>
            <td><code>shift-ctrl-a</code></td>
            <td>Deselects all items.</td>
        </tr>
        <tr>
            <td><code>ctrl-o</code></td>
            <td>Opens the related data directory - for instance in the Mods
                tab will open the Data folder, the INI Edits tab will open the
                INI Tweaks folder etc.</td>
        </tr>
        <tr>
            <td><code>ctrl-c</code></td>
            <td>Copies files to the clipboard (Mods, Saves, Installers,
                Screens).</td>
        </tr>
        <tr>
            <td><code>F2</code></td>
            <td>Rename file(s) (Saves, Installers, Screens) - see Rename menu
                items for details.</td>
        </tr>
        <tr>
            <td><code>ctrl-z</code></td>
            <td>Undo load order state change (Mods).</td>
        </tr>
        <tr>
            <td><code>ctrl-y</code></td>
            <td>Redo load order state change (Mods).</td>
        </tr>
        <tr>
            <td><code>ctrl-shift-z</code></td>
            <td>Redo load order state change (Mods).</td>
        </tr>
        <tr>
            <td><code>ctrl-shift-n</code></td>
            <td>New Marker (Installers).</td>
        </tr>
    </tbody>
</table>

<h3 id="tools-arguments">Command Line Arguments <a class="back2top" href="#contents">Back to top</a></h3>
<p>The following table lists all command-line arguments Wrye Bash
    understands.
<p>
<table>
    <thead>
        <tr>
            <th>Argument
            <th>Function
    <tbody>
        <tr>
            <td><code>-d, --debug</code>
            <td>Useful if bash is crashing on startup or if you want to
                print a lot of information (e.g. while developing or debugging).
        <tr>
            <td><code>-L&nbsp;LANGUAGE, --language=LANGUAGE</code>
            <td>Specify the user language overriding the system language
                settings.
        <tr class="tabttl">
            <th>Path Arguments
            <th>All path arguments must be absolute paths and use either
                forward slashes (/) or two backward slashes (\\). All of these can
                also be set in the ini (where you can also use relative paths) and
                if set in both cmd line takes precedence.
        <tr>
            <td><code>-o&nbsp;OBLIVIONPATH,
                    --oblivionPath=OBLIVIONPATH</code>
            <td>Specifies the game directory (the one containing the game's
            exe). Use this argument if Bash is located outside of the game
            directory and you have no ini option (or want to override the ini).
            Bash reads the windows registry to find supported games so this is not
            needed if the game entry is the only one present in the registry.
            See <a href="#install-alternate">Alternative Install Locations</a>
        <tr class="tabttl">
            <th>User Directory Arguments
            <th>These arguments allow you to specify your user directories
                in several ways. These are only useful if the regular procedure for
                getting the user directory fails. And even in that case, the user is
                probably better off installing win32com.
        <tr>
            <td><code>-p&nbsp;PERSONALPATH,
                    --personalPath=PERSONALPATH</code>
            <td>Specify the user's personal directory. (Like "C:\\Documents
                and Settings\\Wrye\\My Documents") If you need to set this then you
                probably need to set <code>-l</code> too.
        <tr>
            <td><code>-u&nbsp;USERPATH, --userPath=USERPATH</code>
            <td>Specify the user profile path. May help if HOMEDRIVE and/or
                HOMEPATH are missing from the user's environment.
        <tr>
            <td><code>-l&nbsp;LOCALAPPDATAPATH,
                    --localAppDataPath=LOCALAPPDATAPATH</code>
            <td>Specify the user's local application data directory. If you
                need to set this then you probably need to set <code>-p</code> too.
        <tr class="tabttl">
            <th>Backup and Restore Arguments
            <th>These arguments allow you to do backup and restore settings
                operations.
        <tr>
            <td><code>-b, --backup</code>
            <td>Backup all Bash settings to an archive file before the app
                launches. Either specify the filepath with the <code>-f/--filename</code>
                options or Wrye Bash will prompt the user for the backup file path.

        <tr>
            <td><code>-r, --restore</code>
            <td>Restore all Bash settings from an archive file/dir before the app
                launches. You must specify the filepath with the <code>-f/--filename</code>
                options. Restoring from the command line skips all error checks that are done
                in <a href="#settings-restore">Restore...</a> menu item.

        <tr>
            <td><code>-f FILENAME, --filename=FILENAME</code>
            <td>The file to use with the <code>-r</code> or <code>-b</code>
                options. For <code>-r</code> must be a '.7z' backup file or a dir
                where such a file was extracted. For <code>-b</code> must be a valid path
                to a '.7z' file that will be overwritten if it exists.
        <tr>
            <td><code>-q, --quiet-quit</code>
            <td>Close Bash after creating or restoring backup and do not
                display any prompts or message dialogs.
</table>

<h2 id="international">Internationalisation <a class="back2top" href="#contents">Back to top</a></h2>

<h3 id="international-overview">Overview <a class="back2top" href="#contents">Back to top</a></h3>

<p>Wrye Bash has built-in support for translation into other languages,
    using text files that tell it which English strings in the source code
    should be translated, and into what. These text files are found in
    <code>Mopy\bash\l10n\</code>. New translations or updates to existing
    translations should be presented to the Wrye Bash team so that they may be
    included in future releases.</p>
<p>To begin translating, or to update an existing translation, use the
    following steps:</p>
<ol>
    <li>Ensure you are running the Python version of Wrye Bash, as the
        standalone version does not include the source code, which is necessary
        for generating the translation file. See the
        <a href="Wrye%20Bash%20General%20Readme.html#install">Installation</a>
        section of the General Readme for a short overview of how to install
        the Python version.</li>
    <li>Open the <a href="#settings">Settings Menu</a> and navigate to the
        <a href="#settings-appearance-language">Appearance: Language</a>
        page.</li>
    <li>If you haven't done so yet, click the
        <a href="#settings-configure-editor">Configure Editor...</a> button to
        set up an editor for editing localization files:
        <ol>
            <li>Click on <q>Browse...</q> and pick the editor's
                executable.</li>
            <li>If necessary, edit the <q>Parameters</q> section. For example,
                if you're using Notepad++, you might want to add parameters
                like <code>-multiInst -notabbar -nosession</code>.</li>
            <li>If your editor does not support opening Wrye Bash's
                <code>.txt</code> files (Poedit, for example, does not), try
                checking the <q>Rename to .po</q> checkbox. This will make Wrye
                Bash rename the localization file right before launching the
                chosen editor, then rename it back to <code>.txt</code> after
                you've finished editing to work around this.</li>
            <li>Once you're done configuring the editor, click <q>OK</q>.</li>
        </ol>
    </li>
    <li>Click the
        <a href="#settings-dump-localization">Dump Localization...</a> button.
        This generates a new version of the translation file for your locale.
        The new file will be named appropriately, except for the trailing
        "NEW", and will contain any translations already done.</li>
    <li>Select the newly created localization and click the
        <a href="#settings-rename-localization">Rename...</a> button. Remove
        the trailing "NEW", but do not change the rest of the filename. Confirm
        that you want to replace the existing file when prompted.</li>
    <li>Select the now-renamed localization file again, and click the
        <a href="#settings-edit-localization">Edit...</a> button. Your editor
        will be launched, allowing you to add or edit translations.</li>
    <li>Once you are done with editing, save and close the editor. Then click
        the <q>OK</q> button on the popup in Wrye Bash.</li>
    <li>To test a translation, make sure the matching language is selected in
        the <q>Change Language</q> dropdown and restart Wrye Bash.</li>
</ol>


<h3 id="international-format">Translator File Format <a class="back2top" href="#contents">Back to top</a></h3>
<p>Below is an excerpt from a translator file.
<div class="international-format-cdebox">
<code class="box">#: bash\basher.py:10106
msgid "Active profile cannot be removed"
msgstr "Aktives Profil kann nicht entfernt werden"

#: bash\basher.py:10112
msgid "Delete profile %s and the %d save files it contains?"
msgstr "Möchten Sie das Profil %s und die %d saves, die es enthält, löschen?"
</code>
</div>
<p>The above contains two separate translation entries. Each entry begins with
    the source code file and line number the string to be translated is found
    on.</p>
<p>The file line is followed by <code>msgid</code> and the original text
    string. Lastly, <code>msgstr</code> introduces the translated text
    string.</p>
<p><strong>Note:</strong> It is important that the formatting characters are
    not removed or moved or added to. Formatting characters are those that
    start with a percentage sign, e.g. <code>%s</code>, <code>%u</code>,
    <code>%08X</code>, etc. If a formatting character is missing or incorrect,
    Wrye Bash will most likely crash.</p>

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